省份:修订间差异

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(同步到官方百科14:20, 30 August 2020‎ Yezhanquan)
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{{Version|1.0}}
{{Version|1.5}}
在《英白拉多:罗马》中,''' 省份''' (province)是土地的行政区划。省份是'''[[ 城市]]''' 群,并且它们自身组成'''[[ 区域]]''' 。<ref>英白拉多的地图划分类似于钢铁雄心4,每个地块代表城市,几个城市组成省份,几个省份属于区域/地区(取决于汉化语境)。而欧陆风云4每个地块是省份,其内的小房子是城市;几个省份组成地区,地区之上是区域、大区和大洲。</ref>
A '''province''' is an administrative division of land in ''Imperator: Rome'', formed by groupings of '''[[territories]]''' and themselves grouped into '''[[region]]s'''. Ingame, many important mechanics such as {{icon|food}} food, [[trade]], and {{icon|province loyalty}} territorial loyalty are handled at the provincial level, as well as certain diplomatic actions such as fabricating [[claim]]s and [[Warfare#Peace_Terms|peace term demands]].


==省份 机制==
== 省份 忠诚度 ==
{{SVersion|1.5}}
Every province has a {{icon|province loyalty}} '''省份忠诚度'''(province loyalty) value, representing the local level of support for the central government and the willingness of the province to follow its orders. Disloyal provinces will refuse to follow orders from the capital and may eventually revolt in a [[rebellion]] or join a {{icon|civil war}} civil war - managing the loyalty of provinces is one of the most important aspects of running an empire.


*每个省份有权使用在其城市中生产的[[商品]],而且能有一系列进口路线带来来自其它省份的货物。
Province loyalty changes monthly depending on the sum of all province loyalty modifiers. A {{icon|unrest}} 不满 - itself driven largely by {{icon|happiness}} the happiness of the population - is the main factor that affects {{icon|province loyalty}} province loyalty, with each territory giving {{icon|province loyalty}} {{red|-0.08}} loyalty for every point of {{icon|unrest}} 不满值, scaled according to the share of the province's {{icon|population}} population in the territory (large cities will therefore have a much greater effect on province loyalty than lightly populated settlements). Governor {{icon|corruption}} corruption ({{icon|province loyalty}} {{red|-0.25}} at {{icon|corruption}} '''100''' corruption) as well as lacking a governor to administer the region altogether ({{icon|province loyalty}} {{red|-0.35}}) will also give a significant malus to {{icon|province loyalty}} province loyalty. The main way to reduce province loyalty loss is by tackling the source, such as assigning regional troops or increasing {{icon|happiness}} pop happiness to reduce {{icon|unrest}} 不满值 or by replacing corrupt governors.
*每个省份有一组总督政策(governor policy)。
*每个省份有一个忠诚度数
*每个省份有一定的食物供给以及粮食上限。
*可以消耗一定的省份忠诚度更换省份首府。


===首都投资===
If dealing with the source of loyalty loss is not enough, {{icon|province loyalty}} province loyalty can also be increased from:
  可以用每次80点[[File:Political influence.png| 政治影响力]] 重复提升省份属性。花费的点数可以由遗产和科技提升降低。
* the {{icon|loyalty}} loyalty of the governor (scaling from {{icon|province loyalty}} '''+0''' at {{icon|loyalty}} '''50''' 忠诚度 to {{icon|province loyalty}} {{green|+0.20}} at {{icon|loyalty}} '''100''' 忠诚度)
* the Harsh Treatment policy ({{icon|province loyalty}} {{green|+0.03}} per governor {{icon|finesse}} 智略, plus {{icon|province loyalty}} {{green|+0.03}} base)
* the {{icon|military investment}} Provincial Procurators province investment ({{icon|province loyalty}} {{green|+0.01}} per level)
* territories with {{icon|unrest}} '''0''' 不满值 ({{icon|province loyalty}} {{green|+0.10}}, scaled according to the share of the province's {{icon|population}} population in the territory)
* various deities and omens ({{icon|province loyalty}} {{green|+0.03}} from passive modifiers, {{icon|province loyalty}} {{green|+0.04}} per {{icon|omen power}} 100% omen power for omens)
* the [[File:Idea forums.png|28px]] Central Urban Spaces [[national ideas|national idea]] {{icon|province loyalty}} {{green|+0.05}})
* the {{icon|invention}} Reduced Governorship invention {{icon|province loyalty}} {{green|+0.05}})


每次投资需要两年完成,期间会降低省份{{red|-1%}} 的[[File:28px-Local population output.png|本地人口产出]]本地人口产出。在省份保持被定居且拥有者没有改变的情况下,投资获得的效果是永久的。
Once a province's loyalty drops below {{red|33}}, the province is considered disloyal and will refuse follow orders from the central government. Territories in disloyal provinces cannot be interacted with, blocking building construction, pop movement and cohort recruitment.


相同的省份可以进行所有4种投资,没有数量限制。
If a province's loyalty drops all the way down to {{red|0}}, it will immediately {{icon|rebellion}} [[rebellion|rebel]]. A new state will be formed from the province (or possible a previously existing one that has been annexed), and it will either declare a independence war or join an ongoing one if there is a nearby province that has already rebelled. While the rebellion of a single province is unlikely to be successful, widespread discontent and unhappiness can be dangerous for even the strongest empires.
*[[File:28px-Military investment.png|军事投资]]实行地方代理(军事):[[File:Monthly state loyalty.png| 每月地方忠诚度]]{{green|+0.01}} 每月地方忠诚度和[[File:28px-Local population output.png| 本地人口产出]]{{green|+4%}}本地人口产出


===首都 省份===
== 省份 首府 ==
The province containing the nation's capital [[city]] is the nation's ''capital province''.
{{SVersion|1.5}}
{{main|领土#省份首府}}
Every province has a {{icon|province capital}} ''' 省份首府''' (province capital ) for each country that controls part of it, representing the center of the local administration. The 省份首府 gets significant bonuses and is generally the largest and most important territory in the province, determining who controls the province during a war and being one of the main recipients of {{icon|enslavement efficiency}} enslaved pops. If desired, the 省份首府 can be moved during peacetime to a better location at the cost of {{icon|province loyalty}} province loyalty.


The capital province has extra import routes, as it is affected by both the ''provincial import routes'' and the ''capital import routes'' modifiers. A trade good surplus in the capital province also applies a nationwide ''capital surplus'' modifier.
== 首都省份 ==
The province with the country's capital is considered its ''capital province''.


Each pop in the capital province has a {{green|+25%}} output modifier (stacking with the capital city and region modifiers). All cities in the capital province also have {{green|+0.05%}} population growth.
Every pop in the capital province has a {{icon|pop output}} {{green|+10%}} output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at {{icon|province loyalty}} '''100''' 忠诚度 regardless of any province loyalty modifiers and so will never rebel


===省份 忠诚度===
The capital province is also where the special countrywide capital [[trade goods|trade good]] surplus bonuses are gained. As the target of the {{icon|capital trade routes}} capital trade routes modifier, which usually has contributions from the default [[Economy#Economic policies|commerce policy]] and country ranks as well as usually being the most populous province with a high population of {{icon|nobles}} nobles and {{icon|citizens}} citizens, this together means the capital province is usually the center of trade in a country with a large variety of imported [[trade goods]].
  每个省份都有忠诚度,这个数 衡量着该省份对于中央政府的满意程度。 忠诚度每月都会变化; 它会随着省份地块的[[Rebellion#Unrest| 叛乱]] 降低因为 总督 的能力以及指派到地方的军队而提升。
 
== 省份投资==
{{SVersion|1.5}}
Provinces can be improved repeatedly with ''' 省份 投资'''(province investments) to improve the administration and infrastructure of the province. Province investments have a base cost of {{icon|political influence}} {{red|80}} political influence each, modified by the specific province investment cost modifiers ([[File:Price state investment military cost modifier.png|28px]] '''military provincial investment cost''', [[File:Price state investment civic cost modifier.png|28px]] '''civic provincial investment cost''', [[File:Price state investment oratory cost modifier.png|28px]] '''oratory provincial investment cost''', and [[File:Price state investment religious cost modifier.png|28px]] '''religious  provincial investment cost''') that can be reduced by heritages and various {{icon|invention}} [[inventions]]. There is also a cost of {{icon|wealth}} {{red|20}} gold for every currently existing investment in the province, including others of a different type, which is not affected by the provincial investment cost modifiers. Each investment takes '''6''' months to prepare and reduces the {{icon|local output modifier}} output of the province by {{red|1%}} during the process. The resulting effects are permanent as long as the province remains colonized and the owner isn't changed. Province investments cannot be cancelled once started, and only one investment can be made in a province at a time. Once a province investment is finished, [[State improvement events|a notification event]] will appear in the event queue.
 
It is also possible to get {{icon|province investment}} '''free province investments''' from [[formable nations|forming nations]] and as a reward for certain [[missions]], which allows a country to make a provincial investment without spending any {{icon|pol}} political power or {{icon|wealth}} gold. Note that the 6-month duration to implement the investment still applies.
 
All 4 types of investments can be applied to the same province, unlimited amount of times.
* {{icon|military investment}} Install Provincial Procurators (Military): {{icon|province loyalty}} {{green|+0.01}} Monthly Province Loyalty and {{icon|local output modifier}} {{green|+4%}} 人口产出
* {{icon|civic investment}} Promote Infrastructure Spending (Civic): {{icon|pop cap}} {{green|+2.5%}} Population Capacity
* {{icon|oratory investment}} Entice Business Investments (Oratory): {{icon|trade routes}} {{green|+1}} Local Import Routes
* {{icon|religious investment}} Make Religious Endowments (Religious): {{icon|building slots}} {{green|+1}} City Building Slots
 
{{flag|Sparta}} with the {{icon|mgr}} [[Magna Graecia (DLC)|Magna Graecia]] DLC gets 2 unique investments for the military and religious slots, replacing the usual ones:
* {{icon|military investment}} Free Helots (Military): {{icon|primary culture happiness}} {{green|+2%}} Integrated Culture Happiness, {{icon|cohort recruit speed}} {{green|+5%}} Cohort Recruit Speed, and {{icon|freeman output}} {{green|+6%}} Local Freemen Output
* {{icon|religious investment}} Commission Heroic Freize (Religious): {{icon|supply limit}} {{green|+4%}} Supply Limit and {{icon|citizen output}} {{green|+3%}} Local Citizen Output
 
==总督政策==
{{SVersion|1.5}}
Every province can have a '''总督政策'''(governor policy) set which determines the priority of the province's administration. Governor policies allow a country to {{icon|pop output}} extract more from a province's population, deal with {{icon|unrest}} 不满 by increasing {{icon|happiness}} population happiness or cracking down on the population, build up the {{icon|civilization}} civilization value of the province's territories, and more.
 
When a [[governor]] is assigned, they chose a random policy based on the factors listed in the Chance column (with a base chance of '''0'''). This includes directly reassigning a governor without having a vacancy first. As long as the region has a governor, the policy can be changed at a base cost of {{icon|pol}} {{red|10}} political power, modified by the {{icon|change governor policy cost}} '''change governor policy cost''' modifier. Changing governor policy manually also gives {{icon|tyranny}} tyranny based on the current ruler's popularity, scaling between {{icon|tyranny}} {{red|1.25}} at {{icon|popularity}} '''0''' ruler popularity to {{icon|tyranny}} {{red|0.25}} at {{icon|popularity}} '''100'''.
 
All policy effects are modified by the governor's {{icon|civ}} [[Attributes#Finesse|Finesse]], with the values below are given for the baseline level of {{icon|civ}} '''9''' 智略. Each point of the governor's {{icon|civ}} 智略 above 9 increases the modifier by {{green|10%}}, while each point below decreases it {{red|10%}} to a minimum value of '''10%''' of the base. This is described by the equation below:
: <math>\text{有效政策修正}=\frac{\text{ 总督 智略} + 1}{10} \cdot \text{基础政策修正}</math>


不忠诚省份的地块无法被操作,包括人口移动、部队招募以及建筑的建造。如果全国一定的人口住在不忠诚的省份,国家就会启动[[Rebellion|叛乱]]或[[Rebellion#Civil_war|内战]]进程的倒计时。
===总督政策===
{| class="mildtable"
{| class="mildtable"
! 游戏内图标
! !!政策
!政策
!效果
!效果
!描述
!描述
! 几率
! 机会修正
|-
|-
|[[File:policy acquisition_of_wealth.png]]
| [[File:Policy acquisition_of_wealth.png]]
||{{Ruby|中饱私囊|Acquisition of Wealth}}
|| {{Ruby|中饱私囊|Acquisition of Wealth}}
|| (每月 本地 )总督报酬 : {{red|+20%}}
||
  本地税收 : {{green|+10%}}
* {{icon|local tax}}  本地 税收 :{{green|+10%}}
 
* {{icon|commerce value}} 省份商业 :{{green|+10%}}
  商业收入 (本地 商业值 ): {{green|+10%}}
* {{icon|character wage modifier}} 每月 本地) 总督报酬 :{{red|+20%}}
||''这项政策将以省收入为代价,增加省份管理者的个人财富。一些恶毒的人物只对中饱私囊感兴趣。''
|| {{Hover box|This policy will increase the entire province's tax and commerce income, at the cost of enriching the presiding Governor. Some nefarious characters are only interested in lining their own pockets.|''这项政策将以省收入为代价,增加省份管理者的个人财富。一些恶毒的人物只对中饱私囊感兴趣。''}}
||
||
*+5 如果总督有 特质 {{icon|Gluttonous}}
* {{green|+6}} 如果 总督有 {{icon|gluttonous}} 贪婪特质
*+15 如果该总督 {{icon|loyalty}} 忠诚度 是 <= 40
* {{green|+15}} 如果该总督 有少于或等于 {{icon|loyalty}} '''40''' 忠诚度
*+2 乘以该总督的 {{icon|corruption}} 腐败
* {{green|+0.5}} 乘以该总督的 {{icon|corruption}} 腐败
|-
|-
|[[File:policy religious_conversion.png]]
| [[File:Policy religious_conversion.png]]
||{{Ruby|宗教改信|Religious Conversion}}
|| {{Ruby|宗教改信|Religious Conversion}}
||本地不满值: {{red|+1}}
给予转化 1 人口到国家宗教的月度几率,取决于总督 {{icon|Zeal}} 热忱
||''激活时,这项政策会增加省份的不满。<br>每个月都有机会让非国教人口皈依你的国教。<br>同样的,总督的热枕会增加皈依几率。<br>值得注意的是;总督皈依的人口的数量越多,他们获得是声誉也就越多。<br>为获得最佳结果,最好让政策持续激活一段时间。<br>通常情况下,检查一个省是否仍然可以利用这一政策是有必要的。''
||
||
*+1 乘以 该总督的 {{icon|Zeal}} 热忱
* {{icon|conversion}} 人口改信速度 {{green|+3}}
*+5 如果 总督 有特质 {{icon|Pious}}
  额外的机会每月改信人口,基于 该总督的 {{icon|zeal}} 热忱
*+5 如果总督有 特质 {{icon|Zealous}}
|| {{Hover box|This policy will increase the speed at which Pops in the province's territories are converted to our country's Religion. Spreading our faith makes it easier to assimilate Pops into the country's dominant Culture.|''激活时,这项政策会增加省份的不满。<br>每个月都有机会让非国教人口皈依你的国教。<br>同样的,总督的热枕会增加皈依几率。<br>值得注意的是;总督皈依的人口的数量越多,他们获得是声誉也就越多。<br>为获得最佳结果,最好让政策持续激活一段时间。<br>通常情况下,检查一个省是否仍然可以利用这一政策是有必要的。''}}
* 乘以 0 如果该总督 的宗教不同于国教
||
* 乘以 0 如果该省份的所有城市已经是国教的
* {{green|+0.25}} 乘以该 总督 {{icon|zeal}} 热忱
* {{green|+5}} 如果 总督有 {{icon|pious}} 虔诚特质
* {{green|+4}} 如果该总督 有 {{icon|zealous}} 狂热特质
* {{red|-10}} if all territories in the province have the same dominant religion as the governor
|-
|-
|[[File:policy cultural_assimilation.png]]
| [[File:Policy cultural_assimilation.png]]
||{{Ruby|文化同化|Cultural Assimilation}}
|| {{Ruby|文化同化|Cultural Assimilation}}
|| 本地不满值: {{red|+1}}
||
  给予转 人口 到国家文化的月度几率 取决 于总督 {{icon|Finesse}} 智略
* {{icon|assimilation}} 人口同化速度 {{green|+1}}
||''该政策将使该省份中非国家主流文化人口每月都有几率转变为主流文化,同时提高省份叛乱度。你总督的智略将会提高同化几率。''
  额外的机会每月同 化人口, 总督 {{icon|finesse}} 智略
|| {{Hover box|This policy will increase the speed at which Pops in the province's territories are assimilated into the country's dominant Culture. Converted Pops will be happier and thus more productive and less disloyal.|''该政策将使该省份中非国家主流文化人口每月都有几率转变为主流文化,同时提高省份叛乱度。你总督的智略将会提高同化几率。''}}
||
||
*+1 乘以该总督的 {{icon|Finesse}} 智略
* {{green|+0.5}} 乘以该总督的 {{icon|civ}} 智略
* 乘以 0 如果该省份的所有 城市已经 是国 文化
* {{green|+4}} 如果该省份 有至少 {{icon|province loyalty}} '''60''' 忠诚度 and there is at least one territory whose dominant culture is not the a primary or integrated culture
* {{red|×0}} 如果该总督不是与该国相同 文化
* {{red|×0}} 如果 所有 省份的主流文化 的主流文化或者已整合 文化
|-
|-
|[[File:policy bleed_them_dry.png]]
| [[File:Policy bleed_them_dry.png]]
||{{Ruby|榨干他们|Bleed Them Dry}}
|| {{Ruby|榨干他们|Bleed Them Dry}}
||本地 人口增长 : {{red|-5%}}
|| 
  本地不满值 : {{red|+2}}
* {{icon|local tax}}  本地 税收:{{green|+30%}}
 
* {{icon|province loyalty}} 省份忠诚度 :{{red|-0.25}}
 本地 税收 : {{green|+30%}}
* {{icon|commerce value}} 省份商业 :{{green|+20%}}
* {{icon|food}} 本地 每月食物修正 :{{red|-25%}}


商业收入(本地商业值): {{green|+30%}}
|| {{Hover box|This policy will greatly increase the income of a province, at the cost of generating unrest and lowering its food output. There is a limit to how much the people can tolerate and get by on, after all.|''这项政策能大幅提高省份收入,但是会导致民众时不时迁离该省,同时也会发生人口负增长。''}}
||''这项政策能大幅提高省份收入,但是会导致民众时不时迁离该省,同时也会发生人口负增长。''
||
||
*+5 如果总督有 特质 {{icon|Miserly}}
* {{green|+5}} 如果 总督有 {{icon|miserly}} 吝啬特质
*+5 如果总督有 特质 {{icon|Shrewd}}
* {{green|+5}} 如果 总督有 {{icon|shrewd}} 精明特质
*+10 如果该总督 {{icon|corruption}} 腐败 是 >= 30
* {{green|+10}} 如果该总督 有至少 {{icon|corruption}} '''30''' 腐败
* 乘以 0 如果该总督是统治者
* {{red|×0}} 如果该总督是 {{icon|ruler}}  统治者
* {{red|×0}} 如果该国是AI控制的
* {{red|×0}} 如果该省份有至多 {{icon|food} '''800''' 食物
|-
|-
|[[File:policy borderlands.png]]
| [[File:Policy borderlands.png]]
||{{Ruby|边境|Borderlands}}
|| {{Ruby|边境|Borderlands}}
||本地人力(修正): {{green|+25%}}
本地要塞防御: {{green|+20%}}
||''这项政策鼓励重视堡垒和防御。''
||
||
*+5 如果总督有特质 {{icon|Suspicious}}
* {{icon|manpower}} 本地人力:{{green|+25%}}
*+5 如果总督有特质 {{icon|Stubborn}}
* {{icon|fort defense}} 本地要塞防御:{{green|+20%}}
|| {{Hover box|This policy will increase the manpower contributions of a province's Pops as well as harden its defensiveness. Ensuring a steady supply of recruits and strong fortifications are key to victory.|''这项政策鼓励重视堡垒和防御。''}}
|
* {{green|+10}} 如果 有领土在该省份有至少 {{icon|freemen}} '''15''' 自由民
* {{green|+6 }}如果该 总督有 {{icon|suspicious}} 多疑 特质
* {{green|+6}} 如果该总督有 {{icon|stubborn}} 固执特质
|-
| [[File:Policy encourage_trade.png]]
| {{Ruby|鼓励贸易|Encourage Trade}}
|
* {{icon|commerce value}} 省份商业:{{green|+25%}}
* {{icon|food}} 本地每月食物修正:{{green|+10%}}
| {{Hover box|This policy will increase a province's commerce income and food output by encouraging foreign traders to do business in the area. There is always money to be made if one can spot the opportunity.|''这项政策鼓励外国商人在该地区行商,能增加贸易收入和贸易路线数量。''}}
|
* {{green|+1}} 对于在该省份的每条 {{icon|trade routes}} 贸易路线
* {{green|+6}} 如果 总督有 {{icon|silver tongued}} 能言善辩 特质
* {{green|+6}} 如果该总督有 {{icon|crafty}} 狡猾特质
* {{green|+10}} 如果该总督属于 {{icon|boni}} Boni 或者 {{icon|traditionalists}} Traditionalists party
* {{green|+20}} 如果该省份的 {{icon|food}} 食物是少于或等于 '''0.3 乘以''' 其 {{icon|food capacity}} 食物容量
|-
| [[File:Policy social_mobility.png]]
| {{Ruby|社会流动性|Social Mobility}}
|
* {{icon|promotion}} 人口升级速度:{{green|+150%}}
* {{icon|demotion}} 人口降级速度:{{green|+150%}}
| {{Hover box|This policy will increase the speed at which Pops in a province are promoted to a higher Class, in the order of Slaves to Nobles. Encouraging a healthy distribution of trades will ensure a well rounded economy.|''这项政策每月给人民提供阶级流动机会,旨在使公民、自由民和奴隶之间保持人口平衡。''}}
|
* (永远不会被选用)
|-
|-
|[[File:policy encourage_trade.png]]
| [[File:harsh treatment.png]]
||{{Ruby| 鼓励贸易|Encourage Trade}}
|| {{ruby| 严酷镇压|Harsh Treatment}}
|| 商业收入(本地商业值) : {{green|+10%}}
||
  本地进 (贸易)路线 : {{green|+1}}
* {{icon|province loyalty}} 省份忠诚度:{{green|+0.3}}
||''这 项政策鼓励外国商人在该区域行商, 增加贸易收入和贸易路线数量。但 当地人 可能会因此 。''
* {{icon|pop output}} 人口产出:{{red|-40%}}
* {{icon|demotion}} 人口降级速度 :{{green|+100%}}
* {{icon|migration attraction}} 移民吸引力:{{red|-6}}
* {{icon|migration speed}} 人 移民速度 :{{green|+1}}
|| {{Hover box|This policy will increase a province's Loyalty at the cost of reducing its output and encouraging Pops to emigrate away. Though it may have its costs, sometimes the best way to deal with dissent is a show of force.|''尽管 会让 当地人 口产生耗费,有时候处理 满群众的最好办法,是展示我们的武力 。''}}
||
||
*+5 如果总督 特质 {{icon|Silver Tongued}}
* {{green|+1}} 对于每个领土有至少 {{icon|unrest}} '''1''' 不满值
*+5 如果 总督 特质 {{icon|Crafty}}
* {{green|+2}} 对于每个领土 至少 {{icon|unrest}} '''3''' 不满值
*+10 如果该 总督属 商业派系(仅限于共和
* {{green|+1}} for every point of {{icon|unrest}} 不满值 in every territory with at least {{icon|unrest}} '''5''' 不满值
* {{green|+11}} 如果 该省份 少于 {{icon|province loyalty}} '''40''' 忠诚度
* {{green|+9}} 如果该 省份有少 {{icon|province loyalty}} '''40''' 忠诚度并且该国是AI控
* {{red|×0}} 如果该省份有至少 {{icon|province loyalty}} '''40''' 忠诚度
|-
|-
|[[File:policy social_mobility.png]]
| [[File:Policy local_autonomy.png]]
||{{Ruby| 社会流动性|Social Mobility}}
| {{Ruby| 当地自治|Local Autonomy}}
|| 本地公民 产出: {{red|-20%}}
|
  每个月,给予随机几率为一个人口升级或降级它们的类型。
* {{icon|pop output}} 人口 产出:{{red|-40%}}
||''这项政策每月给人民提供阶级流动机会,旨在使公民、 自由民 奴隶 之间保持 人口 平衡 。''
* {{icon|citizen happiness}} 本地公民幸福度:{{green|+25%}}
* {{icon|freeman happiness}} 本地 自由民 幸福度:{{green|+25%}}
* {{icon|noble happiness}} 本地贵族幸福度:{{green|+12%}}
* {{icon|slave happiness}} 本地 奴隶 幸福度:{{green|+25%}}
* {{icon|tribesman happiness}} 本地部落民幸福度:{{green|+25%}}
|| {{Hover box|This policy will increase the happiness of a province's Pops at the cost of greatly reducing their output in all areas. By relieving the people of their burdens, we are sure to boost their contentment.|''通过减轻该省 人口 的税收和劳动义务,我们肯定会提高他们的满意度 。''}}
||
||
* 永远 会被选用
* {{green|+1}} 对于每个领土有至少 {{icon|unrest}} '''1'''  满值
* {{green|+2}} 对于每个领土有至少 {{icon|unrest}} '''3''' 不满值
* {{green|+1}} 对于每点的 {{icon|unrest}} 不满值,在每个领土有至少 {{icon|unrest}} '''5''' 不满值
* {{green|+5}} 如果该总督有 {{icon|submissive}} 温顺特质
* {{green|+3}} 如果该总督有 {{icon|generous}} 慷慨特质
* {{green|+3}} 如果该总督有 {{icon|kindly}} 和蔼可亲特质
* {{red|-30}} 对于 {{icon|capital}} 首都省份
|-
|-
|[[File:policy local_autonomy.png]]
| [[File:Policy civilization_effort.png]]
||{{Ruby| 当地自治|Local Autonomy}}
|| {{Ruby| 文明开化|Civilization Effort}}
|| 本地公民幸福 度: {{green|+25%}}
||
  自由民幸福度: {{green|+25%}}
* {{icon|civilization}} 每月文明 变化 :{{green|+0.05%}}
 
  额外的机会每月,基于该总督的 {{icon|finesse}} 智略,对于:
  本地 部落民 幸福 度: {{green|+25%}}
* 增长 {{icon|civilization}} 文明度等级 of {{icon|barbarians}} barbarian strongholds by '''2''', if any territory in the province has at least {{icon|civilization}} '''30''' civilization value
 
* 降级或移除一个邻接的 {{icon|barbarians}} 蛮族堡垒,if it and any territory in the province have at least {{icon|civilization}} '''35''' civilization value
  本地奴隶幸福度 : {{green|+25%}}
|| {{Hover box|This policy will increase the speed at which a province is civilized and slowly pacify any neighboring barbarian strongholds. Only infrastructure, cultural dissemination, and learning can bring enlightenment.|''通过着眼于基础设施、文化传播和学习,我们可以启蒙这个省份内的人们。<br>一旦该省的文明度足够,该政策还将在任何临近的不可通行或不宜居住 形中的蛮族定居点传播文明,缓慢安抚他们。''}}
 
||
  (本地)人口产出 : {{red|-75%}}
* {{green|+11}} 如果该总督有 {{icon|intelligent}} 聪慧特质
||'' 通过减轻该 人口的税收和劳动义务,我们肯定会提高他们 满意度 。''
* {{green|+11}} 如果该总督有 {{icon|polymath}} 博学多才特质
* {{green|+20}} 如果任何邻接领土是 {{icon|barbarians}} 蛮族堡垒
* {{red|-30}} 如果该国是 部落 并且有少于或等于 {{icon|centralization}} '''40''' 集权度
|-
| [[File:Centralize_pop.png]]
| {{ruby|集中人口|Centralize Population}}
|
* {{icon|migration speed}} 人口移 度:{{green|+2}}
For the {{icon|province capital}} 省份首府:
* {{icon|migration attraction}} 移民吸引力 :{{green|+1}}
For all other territories:
* {{icon|migration attraction}} 移民吸引力 :{{red|-5}}
|| {{Hover box|This policy will encourage migration into a province's Provincial Capital and speed up the migration of local Pops, concentrating the population. A bustling metropolis is a sure sign of a prosperous province.|'' 繁忙的大都市是繁荣 必然标志 。''}}
||
||
* 乘以 1 乘以当地省份自治度
(永远不会被选用)
*+5 如果总督有特质 {{icon|Submissive}}
*+3 如果总督有特质 {{icon|Generous}}
*+3 如果总督有特质 {{icon|Kindly}}
|-
|-
|[[File:policy civilization_effort.png]]
| [[File:Decentralize_pop.png]]
||{{Ruby| 文明开化|Civilization Effort}}
| {{ruby| 分散人口|Decentralize Population}}
|| (本地)每月文明 变化 : {{green|+5%}}
|
  每个月有几率发动这些效果之一
* {{icon|migration speed}} 人口移民速 度:{{green|+2}}
 
For the {{icon|province capital}} 省份首府
* 为相邻的蛮族据点增加 2 点文明度等级。
* {{icon|migration attraction}} 移民吸引力:{{red|-5}}
*降级或拆除邻近城市的蛮族据点。
For all other territories:
*1 {{yellow| 部落民人口}} 转化为一个{{yellow| 自由民人口}} 或一个{{yellow| 奴隶人口}}
* {{icon|migration attraction}} 移民吸引力:{{green|+1}}
||'' 通过着眼于基础设施、文化传播和学习 我们可以启蒙这个省份内的 。''
|| {{Hover box|This policy will encourage migration away from a province's Provincial Capital and speed up the migration of local Pops, dispersing the population. Sometimes, overpopulation cannot be solved by grain alone.|''有时候 ,人 口过剩不能单靠粮食解决 。''}}
||
||
*+10 如果总督有特质 {{icon|Intelligent}}
* ( 永远不会被选用
*+10 如果总督有特质 {{icon|Polymath}}
*+20 如果任何邻省的城市有修正 ''{{Ruby|小型蛮族堡垒|Minor Barbarian Stronghold}}''、''{{Ruby|蛮族堡垒|Barbarian Stronghold}}'' 或者 ''{{Ruby|大型蛮族堡垒|Major Barbarian Activity}}''
*-30 如果该国有 {{ruby|集权度|centralization}} <= 50 仅限于部落
|}
|}



2020年9月28日 (一) 22:58的版本

A province is an administrative division of land in Imperator: Rome, formed by groupings of territories and themselves grouped into regions. Ingame, many important mechanics such as Monthly food.png food, trade, and Province loyalty territorial loyalty are handled at the provincial level, as well as certain diplomatic actions such as fabricating claims and peace term demands.

省份忠诚度

Every province has a Province loyalty 省份忠诚度(province loyalty) value, representing the local level of support for the central government and the willingness of the province to follow its orders. Disloyal provinces will refuse to follow orders from the capital and may eventually revolt in a rebellion or join a Civil war.png civil war - managing the loyalty of provinces is one of the most important aspects of running an empire.

Province loyalty changes monthly depending on the sum of all province loyalty modifiers. A Unrest.png 不满值 - itself driven largely by Happiness.png the happiness of the population - is the main factor that affects Province loyalty province loyalty, with each territory giving Province loyalty -0.08 loyalty for every point of Unrest.png 不满值, scaled according to the share of the province's Population.png population in the territory (large cities will therefore have a much greater effect on province loyalty than lightly populated settlements). Governor Corruption.png corruption (Province loyalty -0.25 at Corruption.png 100 corruption) as well as lacking a governor to administer the region altogether (Province loyalty -0.35) will also give a significant malus to Province loyalty province loyalty. The main way to reduce province loyalty loss is by tackling the source, such as assigning regional troops or increasing Happiness.png pop happiness to reduce Unrest.png 不满值 or by replacing corrupt governors.

If dealing with the source of loyalty loss is not enough, Province loyalty province loyalty can also be increased from:

  • the Loyalty.png loyalty of the governor (scaling from Province loyalty +0 at Loyalty.png 50 忠诚度 to Province loyalty +0.20 at Loyalty.png 100 忠诚度)
  • the Harsh Treatment policy (Province loyalty +0.03 per governor Finesse.png 智略, plus Province loyalty +0.03 base)
  • the Military province investment Provincial Procurators province investment (Province loyalty +0.01 per level)
  • territories with Unrest.png 0 不满值 (Province loyalty +0.10, scaled according to the share of the province's Population.png population in the territory)
  • various deities and omens (Province loyalty +0.03 from passive modifiers, Province loyalty +0.04 per Omen.png 100% omen power for omens)
  • the Idea forums.png Central Urban Spaces national idea Province loyalty +0.05)
  • the Invention.png Reduced Governorship invention Province loyalty +0.05)

Once a province's loyalty drops below 33, the province is considered disloyal and will refuse follow orders from the central government. Territories in disloyal provinces cannot be interacted with, blocking building construction, pop movement and cohort recruitment.

If a province's loyalty drops all the way down to 0, it will immediately Unrest.png rebel. A new state will be formed from the province (or possible a previously existing one that has been annexed), and it will either declare a independence war or join an ongoing one if there is a nearby province that has already rebelled. While the rebellion of a single province is unlikely to be successful, widespread discontent and unhappiness can be dangerous for even the strongest empires.

省份首府

Every province has a Province capital 省份首府(province capital) for each country that controls part of it, representing the center of the local administration. The 省份首府 gets significant bonuses and is generally the largest and most important territory in the province, determining who controls the province during a war and being one of the main recipients of Enslavement efficiency.png enslaved pops. If desired, the 省份首府 can be moved during peacetime to a better location at the cost of Province loyalty province loyalty.

首都省份

The province with the country's capital is considered its capital province.

Every pop in the capital province has a Population output +10% output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at Province loyalty 100 忠诚度 regardless of any province loyalty modifiers and so will never rebel.

The capital province is also where the special countrywide capital trade good surplus bonuses are gained. As the target of the Global capital trade routes.png capital trade routes modifier, which usually has contributions from the default commerce policy and country ranks as well as usually being the most populous province with a high population of Pop noble.png nobles and Pop citizen.png citizens, this together means the capital province is usually the center of trade in a country with a large variety of imported trade goods.

省份投资

Provinces can be improved repeatedly with 省份投资(province investments) to improve the administration and infrastructure of the province. Province investments have a base cost of Political influence.png 80 political influence each, modified by the specific province investment cost modifiers (Price state investment military cost modifier.png military provincial investment cost, Price state investment civic cost modifier.png civic provincial investment cost, Price state investment oratory cost modifier.png oratory provincial investment cost, and Price state investment religious cost modifier.png religious provincial investment cost) that can be reduced by heritages and various Invention.png inventions. There is also a cost of Wealth 20 gold for every currently existing investment in the province, including others of a different type, which is not affected by the provincial investment cost modifiers. Each investment takes 6 months to prepare and reduces the Local output output of the province by 1% during the process. The resulting effects are permanent as long as the province remains colonized and the owner isn't changed. Province investments cannot be cancelled once started, and only one investment can be made in a province at a time. Once a province investment is finished, a notification event will appear in the event queue.

It is also possible to get Province investment free province investments from forming nations and as a reward for certain missions, which allows a country to make a provincial investment without spending any Political influence.png political power or Wealth gold. Note that the 6-month duration to implement the investment still applies.

All 4 types of investments can be applied to the same province, unlimited amount of times.

  • Military province investment Install Provincial Procurators (Military): Province loyalty +0.01 Monthly Province Loyalty and Local output +4% 人口产出
  • Civic province investment Promote Infrastructure Spending (Civic): Population capacity +2.5% Population Capacity
  • Oratory province investment Entice Business Investments (Oratory): Global state trade routes.png +1 Local Import Routes
  • Religious province investment Make Religious Endowments (Religious): Local building slot.png +1 City Building Slots

斯巴达的国旗 斯巴达 with the Magna Graecia (DLC).png Magna Graecia DLC gets 2 unique investments for the military and religious slots, replacing the usual ones:

  • Military province investment Free Helots (Military): Integrated culture happiness +2% Integrated Culture Happiness, 大队招募速度 +5% Cohort Recruit Speed, and Freeman output +6% Local Freemen Output
  • Religious province investment Commission Heroic Freize (Religious): Supply limit.png +4% Supply Limit and Pop citizen output.png +3% Local Citizen Output

总督政策

Every province can have a 总督政策(governor policy) set which determines the priority of the province's administration. Governor policies allow a country to Population output extract more from a province's population, deal with Unrest.png 不满值 by increasing Happiness.png population happiness or cracking down on the population, build up the Civilization.png civilization value of the province's territories, and more.

When a governor is assigned, they chose a random policy based on the factors listed in the Chance column (with a base chance of 0). This includes directly reassigning a governor without having a vacancy first. As long as the region has a governor, the policy can be changed at a base cost of Political influence.png 10 political power, modified by the Change governor policy cost change governor policy cost modifier. Changing governor policy manually also gives Tyranny tyranny based on the current ruler's popularity, scaling between Tyranny 1.25 at Popularity.png 0 ruler popularity to Tyranny 0.25 at Popularity.png 100.

All policy effects are modified by the governor's Civic power.png Finesse, with the values below are given for the baseline level of Civic power.png 9 智略. Each point of the governor's Civic power.png 智略 above 9 increases the modifier by 10%, while each point below decreases it 10% to a minimum value of 10% of the base. This is described by the equation below:

[math]\displaystyle{ \text{有效政策修正}=\frac{\text{总督智略} + 1}{10} \cdot \text{基础政策修正} }[/math]
政策 效果 描述 机会修正
Policy acquisition of wealth.png 中饱私囊Acquisition of Wealth
  • Tax income.png 本地税收:+10%
  • Commerce value.png 省份商业:+10%
  • Monthly wage on character modifier.png (每月本地)总督报酬:+20%
这项政策将以省收入为代价,增加省份管理者的个人财富。一些恶毒的人物只对中饱私囊感兴趣。
  • +6 如果该总督有 贪婪 贪婪特质
  • +15 如果该总督有少于或等于 Loyalty.png 40 忠诚度
  • +0.5 乘以该总督的 Corruption.png 腐败度
Policy religious conversion.png 宗教改信Religious Conversion
  • Policy religious conversion.png 人口改信速度 +3

额外的机会每月改信人口,基于该总督的 zeal修正 热忱

激活时,这项政策会增加省份的不满。
每个月都有机会让非国教人口皈依你的国教。
同样的,总督的热枕会增加皈依几率。
值得注意的是;总督皈依的人口的数量越多,他们获得是声誉也就越多。
为获得最佳结果,最好让政策持续激活一段时间。
通常情况下,检查一个省是否仍然可以利用这一政策是有必要的。
  • +0.25 乘以该总督的 zeal修正 热忱
  • +5 如果该总督有 虔诚 虔诚特质
  • +4 如果该总督有 狂热 狂热特质
  • -10 if all territories in the province have the same dominant religion as the governor
Policy cultural assimilation.png 文化同化Cultural Assimilation
  • Pop assimilation.png 人口同化速度 +1

额外的机会每月同化人口,基于该总督的 Finesse.png 智略

该政策将使该省份中非国家主流文化人口每月都有几率转变为主流文化,同时提高省份叛乱度。你总督的智略将会提高同化几率。
  • +0.5 乘以该总督的 Civic power.png 智略
  • +4 如果该省份有至少 Province loyalty 60 忠诚度 and there is at least one territory whose dominant culture is not the a primary or integrated culture
  • ×0 如果该总督不是与该国相同的文化
  • ×0 如果所有省份的主流文化是该国的主流文化或者已整合文化
Policy bleed them dry.png 榨干他们Bleed Them Dry
  • Tax income.png 本地税收:+30%
  • Province loyalty 省份忠诚度:-0.25
  • Commerce value.png 省份商业:+20%
  • Monthly food.png 本地每月食物修正:-25%
这项政策能大幅提高省份收入,但是会导致民众时不时迁离该省,同时也会发生人口负增长。
  • +5 如果该总督有 Miserly 吝啬特质
  • +5 如果该总督有 精明 精明特质
  • +10 如果该总督有至少 Corruption.png 30 腐败度
  • ×0 如果该总督是 Leader.png 统治者
  • ×0 如果该国是AI控制的
  • ×0 如果该省份有至多 {{icon|food} 800 食物
Policy borderlands.png 边境Borderlands
  • Manpower.png 本地人力:+25%
  • Fort defense.png 本地要塞防御:+20%
这项政策鼓励重视堡垒和防御。
  • +10 如果有领土在该省份有至少 Freemen 15 自由民
  • +6 如果该总督有 多疑 多疑特质
  • +6 如果该总督有 固执 固执特质
Policy encourage trade.png 鼓励贸易Encourage Trade
  • Commerce value.png 省份商业:+25%
  • Monthly food.png 本地每月食物修正:+10%
这项政策鼓励外国商人在该地区行商,能增加贸易收入和贸易路线数量。
  • +1 对于在该省份的每条 Global state trade routes.png 贸易路线
  • +6 如果该总督有 能言善辩 能言善辩特质
  • +6 如果该总督有 狡猾 狡猾特质
  • +10 如果该总督属于 Boni Boni 或者 Party traditionalist.png Traditionalists party
  • +20 如果该省份的 Monthly food.png 食物是少于或等于 0.3 乘以Global food capacity.png 食物容量
Policy social mobility.png 社会流动性Social Mobility
  • Local pop promotion speed.png 人口升级速度:+150%
  • Local pop demotion speed.png 人口降级速度:+150%
这项政策每月给人民提供阶级流动机会,旨在使公民、自由民和奴隶之间保持人口平衡。
  • (永远不会被选用)
Harsh treatment.png 严酷镇压Harsh Treatment
  • Province loyalty 省份忠诚度:+0.3
  • Population output 人口产出:-40%
  • Local pop demotion speed.png 人口降级速度:+100%
  • Migration attraction 移民吸引力:-6
  • Migration speed 人口移民速度:+1
尽管这可能会让当地人口产生耗费,有时候处理不满群众的最好办法,是展示我们的武力。
  • +1 对于每个领土有至少 Unrest.png 1 不满值
  • +2 对于每个领土有至少 Unrest.png 3 不满值
  • +1 for every point of Unrest.png 不满值 in every territory with at least Unrest.png 5 不满值
  • +11 如果该省份有少于 Province loyalty 40 忠诚度
  • +9 如果该省份有少于 Province loyalty 40 忠诚度并且该国是AI控制的
  • ×0 如果该省份有至少 Province loyalty 40 忠诚度
Policy local autonomy.png 当地自治Local Autonomy
  • Population output 人口产出:-40%
  • Pop citizen happiness.png 本地公民幸福度:+25%
  • Freeman happiness 本地自由民幸福度:+25%
  • Noble happiness 本地贵族幸福度:+12%
  • Slave happiness 本地奴隶幸福度:+25%
  • Tribesman happiness 本地部落民幸福度:+25%
通过减轻该省人口的税收和劳动义务,我们肯定会提高他们的满意度。
  • +1 对于每个领土有至少 Unrest.png 1 不满值
  • +2 对于每个领土有至少 Unrest.png 3 不满值
  • +1 对于每点的 Unrest.png 不满值,在每个领土有至少 Unrest.png 5 不满值
  • +5 如果该总督有 温顺 温顺特质
  • +3 如果该总督有 慷慨 慷慨特质
  • +3 如果该总督有 和蔼可亲 和蔼可亲特质
  • -30 对于 Country capital.png 首都省份
Policy civilization effort.png 文明开化Civilization Effort
  • Civilization.png 每月文明度变化:+0.05%

额外的机会每月,基于该总督的 Finesse.png 智略,对于:

  • 增长 Civilization.png 文明度等级 of Barbarian power.png barbarian strongholds by 2, if any territory in the province has at least Civilization.png 30 civilization value
  • 降级或移除一个邻接的 Barbarian power.png 蛮族堡垒,if it and any territory in the province have at least Civilization.png 35 civilization value
通过着眼于基础设施、文化传播和学习,我们可以启蒙这个省份内的人们。
一旦该省的文明度足够,该政策还将在任何临近的不可通行或不宜居住地形中的蛮族定居点传播文明,缓慢安抚他们。
  • +11 如果该总督有 聪慧 聪慧特质
  • +11 如果该总督有 博学多才 博学多才特质
  • +20 如果任何邻接领土是 Barbarian power.png 蛮族堡垒
  • -30 如果该国是部落并且有少于或等于 Centralization.png 40 集权度
Centralize pop.png 集中人口Centralize Population
  • Migration speed 人口移民速度:+2

For the Province capital 省份首府:

  • Migration attraction 移民吸引力:+1

For all other territories:

  • Migration attraction 移民吸引力:-5
繁忙的大都市是繁荣省份的必然标志。
  • (永远不会被选用)
Decentralize pop.png 分散人口Decentralize Population
  • Migration speed 人口移民速度:+2

For the Province capital 省份首府:

  • Migration attraction 移民吸引力:-5

For all other territories:

  • Migration attraction 移民吸引力:+1
有时候,人口过剩不能单靠粮食解决。
  • (永远不会被选用)

参考资料


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