领土

本页面适用于最新的版本(1.5)。
Imperator: Rome tutorial #3 - pops and cities. 视频在 YouTube
生成缩略图出错:尺寸超过30 MP的文件
可上色的领土地图。

领土(Territories)在《英白拉多:罗马》中是土地的最小单位,而且它们是大部分游戏内机制组织领土的基本单位,诸如领土所有权(unrecognized string “population” for Template:Icon) 与之相关的人口 (unrecognized string “pop output” for Template:Icon) 产出、(unrecognized string “culture” for Template:Icon) 文化和 (unrecognized string “religion” for Template:Icon) 宗教,Land combat.png 陆军移动、占领和招募,等等。每个领土属于一个特定的省份,而几个省份组成区域

机制

Most territories can have an owner and be colonized, or not be owned by any country at all; unowned territories are considered uncolonized. Uncolonized territories are not necessarily uninhabited and can be colonized by neighbouring countries to directly take ownership of them. Ownership is not to be confused with having control over a territory, which is typically the owner but can also be an enemy occupier during times of (unrecognized string “war” for Template:Icon) war. Certain territories are uncolonizeable and cannot be properly owned or have a population; they may be merely uninhabitable but still accessible by armies or consist of completely impassable terrain. Separately, there are also (unrecognized string “ocean” for Template:Icon) sea territories, including (unrecognized string “river” for Template:Icon) major rivers, that cannot be owned and are inaccessible by armies, but can be traversed by ships.

All (unrecognized string “population” for Template:Icon) pops live in a certain territory, and they are the source of nearly every resource that a territory produces. A territory's population is limited by the territory's (unrecognized string “population capacity” for Template:Icon) population capacity, which gives scaling penalties if exceeded, and the demographic makeup of a territory's pops determines its (unrecognized string “culture” for Template:Icon) dominant culture and (unrecognized string “religion” for Template:Icon) dominant religion. The owner of the territory, if there is one, determines who the (unrecognized string “pop output” for Template:Icon) pop's output is paid towards and what modifiers affect their 幸福度 happiness, which produces 不满值 unrest if too low and in turn affects (unrecognized string “province loyalty” for Template:Icon) province loyalty. Pops can (unrecognized string “migration speed” for Template:Icon) migrate from territory to territory of their own accord, with pops moving from territories of low to high (unrecognized string “migration attraction” for Template:Icon) migration attraction, and certain pop types - 奴隶人口 slaves, as well as 部落民人口 tribesmen for tribal countries - can be instantly moved in and out of owned territories by the state at the cost of (unrecognized string “wealth” for Template:Icon) gold. It is possible for a territory to lose all its population to war or migration, which will automatically make it uncolonized if it is owned.

Each territory has a specific terrain type that affects (unrecognized string “food” for Template:Icon) food production, (unrecognized string “pop cap” for Template:Icon) population capacity, movement_cost修正 movement cost, combat dice rolls, and more. Rivers, including (unrecognized string “river” for Template:Icon) major rivers, cross between and through many territories and also give a significant modifier. Certain coastal territories are marked as (unrecognized string “port” for Template:Icon) ports, enabling them to build and service (unrecognized string “ship” for Template:Icon) ships. All terrain features are set at the beginning of the game and cannot be changed.

Land combat.png Cohorts are recruited and (unrecognized string “navy” for Template:Icon) ships built from individual territories, with the buildable types depending on the trade roots that the territory's province has access to. Every army and navy is always located in a particular territory, and can perform unit actions that may have specific effects on the territory that it is present in. Armies and navies can always move into neighbouring territories, as long as they have (unrecognized string “military access” for Template:Icon) access; certain territories that are not actually adjacent but separated only by a narrow body of water may be considered connected across the strait.

每个领土有一种特定类型的 贸易品(trade good) 在那里生产,with the exact amount depending on the number of 奴隶人口 slaves compared to the (unrecognized string “slaves for surplus” for Template:Icon) slaves needed for local surplus' as well as any base_resources修正 base resource production modifiers. The trade good of a territory is normally constant, but can be changed through certain actions and events.

一块领土能有三个 等级 之一——(unrecognized string “settlement” for Template:Icon) 定居点、(unrecognized string “city” for Template:Icon) 城市和 (unrecognized string “metropolis” for Template:Icon) 大都会—— which determines its (unrecognized string “population capacity” for Template:Icon) population capacity and pop class ratios, and indirectly the main types of output that its population will produce. A country can invest (unrecognized string “wealth” for Template:Icon) gold and (unrecognized string “pol” for Template:Icon) political power to upgrade a territory's rank, or spend 暴政度 tyranny to tear a city or metropolis down.

Depending on its territory rank, territories can have a number of buildings built in them that grant various modifiers and bonuses, particularly for increasing pop (unrecognized string “pop output” for Template:Icon) output and 幸福度 happiness as well as modifying the pop ratio. While (unrecognized string “settlement” for Template:Icon) settlements can only have on building built, (unrecognized string “city” for Template:Icon) cities and (unrecognized string “metropolis” for Template:Icon) metropolises can have multiple buildings, capped by the territory's number of Local building slot.png city building slots. Buildings can also provide 28px fort level, which create a zone of control over the surrounding territories and make it so that the territory needs to be sieged down before it can be occupied by hostile armies.

In addition to buildings, territories can be connected by (unrecognized string “road” for Template:Icon) roads, which significantly increases movement_cost修正 army movement speed, and hold (unrecognized string “holy site” for Template:Icon) holy sites honouring a certain deity, improving the territory's economy and enhancing the deity's bonuses if it is worshipped in the owner's (unrecognized string “pantheon” for Template:Icon) pantheon. Every territory, except for (unrecognized string “capital” for Template:Icon) country capitals, has a (unrecognized string “holding” for Template:Icon) holding slot that may be granted or acquired by heads of family to increase their (unrecognized string “power base” for Template:Icon) power and (unrecognized string “wealth” for Template:Icon) wealth, though they may also invest in their owned territories.

Every province has a single territory designated as its (unrecognized string “province capital” for Template:Icon) province capital; similarly, every country that owns at least 1 territory has a (unrecognized string “capital” for Template:Icon) country capital. These capital territories get various bonuses and are important to control during (unrecognized string “war” for Template:Icon) wars, and can be moved around within the province or country to larger cities or more defensible locations.

Territories can also have territory modifiers that grant various bonuses and maluses to the territory and the pops that live in them. Certain special modifiers are permanently placed in certain territories at the beginning of the game, and cannot be gained or lost.

每个领土有 (unrecognized string “civilization” for Template:Icon) 文明度, representing the overall level of development and how settled the territory is, which impacts 幸福度 pop happiness, (unrecognized string “pop cap” for Template:Icon) population capacity, and supply_limit修正 supply limit. Other territory modifiers and values include (unrecognized string “food” for Template:Icon) food, which is produced in a territory according to its terrain type and consumed by pops in the province; supply_limit修正 supply limit, which determines how large of an army a territory can support before it starts to take Attrition.png attrition; and Barbarian power.png barbarian power, which determines the rate at which Barbarian power.png barbarian hordes will rise up from barbarian strongholds in impassable terrain.

最后,每个领土总是有下列基础修正:

  • (unrecognized string “civilization” for Template:Icon) +0.01% 每月文明度变化
  • (unrecognized string “pop cap” for Template:Icon) +10 人口容量
  • (unrecognized string “migration attraction” for Template:Icon) +1 移民吸引力
  • (unrecognized string “pop growth” for Template:Icon) +0.04% (本地)人口增长
  • (unrecognized string “food capacity” for Template:Icon) +100 省份食物容量

领土等级

每个领土has a certain 领土等级(territory rank) that broadly determines its economic role and general level of development. Each rank has a certain associated modifier that is the main determinant of a territory's (unrecognized string “population capacity” for Template:Icon) population capacity and pop class ratio, as well as the buildings that are available to develop and specialize the territory. Every additional rank also grants an extra altar to any (unrecognized string “holy site” for Template:Icon) holy sites in the territory, allowing it to hold one more treasure.

A territory's rank generally does not change unless it is specifically modified by certain actions or events, and will retain its rank even if it is completely depopulated and then recolonized.

定居点

(unrecognized string “settlement” for Template:Icon) Settlements represent more sparsely populated rural areas, typically with a heavy focus on agriculture and other primary production and comprising the vast majority of territories in the game. In monarchies and republics, they have a base population ratio of 20% 自由民人口 freemen and 80% 奴隶人口 slaves, while tribal settlements have a base ratio of 50% 部落民人口 tribesmen and 50% 奴隶人口 slaves, which means that they are generally the main source of trade goods and (unrecognized string “food” for Template:Icon) food in a province, as well as producing a significant portion of a country's Tax income.png tax income and Manpower.png manpower. Every settlement has the following modifiers:

  • (unrecognized string “pop cap” for Template:Icon) +5 Population Capacity
  • (unrecognized string “surplus threshold” for Template:Icon) -5 Slaves needed for Local Surplus
  • (unrecognized string “pop output” for Template:Icon) -25% Population Output
  • (unrecognized string “promotion” for Template:Icon) -25% Pop Promotion Speed
  • (unrecognized string “migration attraction” for Template:Icon) -3 Migration Attraction
  • (unrecognized string “migration speed” for Template:Icon) -75% Migration Speed

Settlements can only ever have one Local building slot.png building slot, but have their own unique set of powerful buildings that can be used to specialize settlements towards manpower, trade good production, or tax income.

城市

(unrecognized string “city” for Template:Icon) Cities represent urbanized areas that have been granted city status, historically often a set of special civic privileges and political autonomy granted to a particular urban community that would become the commercial and political center of the area. Cities have a significantly higher (unrecognized string “pop cap” for Template:Icon) population capacity than settlements and more importantly can sustain significant populations of (unrecognized string “nobles” for Template:Icon) nobles and 公民人口 citizens, which makes cities the main source of (unrecognized string “trade routes” for Template:Icon) trade routes and research_points修正 research points. Cities have a bonus to base_resources修正 Base Resource Production, but the lower proportion of 奴隶人口 slaves and higher (unrecognized string “surplus threshold” for Template:Icon) surplus threshold means that cities are not especially efficient at producing trade goods (though very large cities will still end up accumulating enough 奴隶人口 slaves to produce a significant amount of surplus trade goods). More importantly, the large (unrecognized string “population” for Template:Icon) population and significant proportion of higher pop classes means that cities will have significant (unrecognized string “food” for Template:Icon) food consumption, which in some cases will require the import of food trade goods to sustain. Unlike settlements, cities can have multiple Local building slot.png building slots, with the exact amount depending on the city's (unrecognized string “population” for Template:Icon) population and many other modifiers. Cities can be easily distinguished on the map as a group of buildings in the the territory, which shrinks and grows with the actual population of the city. At the start of the game, many cities large and small are found all across the civilized world, from the shores of the Mediterranean through the ancient cities of the Middle East and the great centres of Central Asia and India.

Every (unrecognized string “city” for Template:Icon) city has the following modifiers:

  • (unrecognized string “pop cap” for Template:Icon) +20 Population Capacity
  • Local building slot.png +2 City Building Slots
  • base_resources修正 +1 Base Resource Production
  • (unrecognized string “citizen ratio” for Template:Icon) +30% Local Citizen Desired Ratio
  • (unrecognized string “freeman ratio” for Template:Icon) +40% Local Freeman Desired Ratio
  • (unrecognized string “noble ratio” for Template:Icon) +15% Local Noble Desired Ratio
  • (unrecognized string “slave ratio” for Template:Icon) +15% Local Slave Desired Ratio

New cities can be founded from owned settlements at any time, allowing countries to slowly shape and develop the world according to its desires and reflecting the great city-building empires of the era. Founding a city takes 2 years to be complete, during which the settlement will get the City Under Construction modifier, giving (unrecognized string “pop output” for Template:Icon) -100% Population Output. Any settlement producing an agricultural trade good (谷物 grain, 鱼 fish, 家畜 livestock, or 蔬菜 vegetables will switch to a new trade good once the city is finished; if city status is subsequently revoked, the trade good produced in the territory will revert to the old food trade good. While granting city status will not have any immediate impact on the population, the significantly higher (unrecognized string “migration attraction” for Template:Icon) migration attraction of cities means that pops in the surrounding territories will slowly migrate to nearby cities, particularly if it is also the (unrecognized string “province capital” for Template:Icon) province capital. enslavement_efficiency修正 Enslaving pops during wars can also be a good method of filling up cities with pops.

The base cost of founding a city is (unrecognized string “wealth” for Template:Icon) 200 gold and (unrecognized string “pol” for Template:Icon) 50 political influence, adjusted by the (unrecognized string “city cost” for Template:Icon) Found City Cost Modifier. Some of the more important sources of the modifier are:

It is also possible to (unrecognized string “revoke city” for Template:Icon) revoke city status from a city as long as no construction or other upgrades are ongoing in the territory, whether to centralize the population more effectively, force the (unrecognized string “demotion” for Template:Icon) demotion of unwanted (unrecognized string “nobles” for Template:Icon) nobles and 公民人口 citizens, or even simply as an act of spite. Revoking city status costs a base of 暴政度 5 tyranny, modified by the (unrecognized string “revoke city cost” for Template:Icon) Revoke City Status Cost modifier (with -50% for tribal governments as the only source), which will instantly downgrade the city back to a (unrecognized string “settlement” for Template:Icon) settlement and give the Revoked City Status modifier for 5 years, giving 幸福度 -10% Local Population Happiness and (unrecognized string “migration attraction” for Template:Icon) -2 Migration Attraction as well as preventing city status from being granted back as long as the modifier exists. The significant decrease in (unrecognized string “population capacity” for Template:Icon) population capacity will usually put the territory well over the limit, which will quickly decrease the population by emigration and pop death.

大都会

(unrecognized string “metropolis” for Template:Icon) A metropolis is considered the peak of a city’s urban evolution and can only be made from the very largest cities of a region. Metropolises do not have any special mechanics that set them apart from cities, but instead have generally stronger modifiers that allows it to support an even larger and more productive population, making them advantageous to construct in a country's largest cities, particularly the (unrecognized string “capital” for Template:Icon) by the mid to late game. The only metropolis that exists at the start of the game is the 孔雀的国旗  Mauryan capital of Pataliputra.

Every (unrecognized string “metropolis” for Template:Icon) metropolis has the following modifiers:

  • (unrecognized string “pop cap” for Template:Icon) +30 Population Capacity
  • (unrecognized string “pop cap” for Template:Icon) +10% Population Capacity
  • Local building slot.png +4 City Building Slots
  • (unrecognized string “trade routes” for Template:Icon) +1 Local Import Routes
  • base_resources修正 +2 Base Resource Production
  • (unrecognized string “promotion” for Template:Icon) +10% Pop Promotion Speed
  • (unrecognized string “migration attraction” for Template:Icon) +2 Migration Attraction
  • (unrecognized string “citizen ratio” for Template:Icon) +30% Local Citizen Desired Ratio
  • (unrecognized string “freeman ratio” for Template:Icon) +30% Local Freeman Desired Ratio
  • (unrecognized string “noble ratio” for Template:Icon) +10% Local Noble Desired Ratio
  • (unrecognized string “slave ratio” for Template:Icon) +5% Local Slave Desired Ratio

Note that a city that has been upgraded to a metropolis is still considered to have city status.

A metropolis can be founded on an existing (unrecognized string “city” for Template:Icon) city that has at least (unrecognized string “population” for Template:Icon) 80 population and is the (unrecognized string “province capital” for Template:Icon) province capital. Founding a metropolis costs a base of (unrecognized string “wealth” for Template:Icon) 400 gold and (unrecognized string “pol” for Template:Icon) 100 political influence; like cities, the process takes 2 years to complete during which the settlement will get the Metropolis Under Construction modifier giving (unrecognized string “pop output” for Template:Icon) -100% Population Output. It is possible to have multiple metropolises in a single province by simply moving the (unrecognized string “province capital” for Template:Icon) province capital to another city and building a new metropolis there; this will not destroy the previously existing one.

Like with cities, it is possible to (unrecognized string “revoke city” for Template:Icon) revoke city status from a metropolis, which will downgrade the territory all the way back to a (unrecognized string “settlement” for Template:Icon) settlement. Revoking city status from a metropolis costs a base of 暴政度 10 tyranny, modified by the (unrecognized string “revoke metropolis cost” for Template:Icon) Revoke Metropolis Status Cost modifier (with -50% for tribal governments as the only source) and has the same effects as revoking city status from a (unrecognized string “city” for Template:Icon) city.

国家首都

(unrecognized string “capital” for Template:Icon) Every country that owns at least one territory has a capital territory, the seat of the government and usually the largest, wealthiest, and most important city in the country. The capital territory gets the following modifiers:

  • supply_limit修正 +10% Supply Limit
  • 28px +0.02% 每月文明度变化
  • 28px +10% Population Output
  • (unrecognized string “noble ratio” for Template:Icon) +10% Local Noble Desired Ratio
  • (unrecognized string “citizen ratio” for Template:Icon) +4% Local Citizen Desired Ratio
  • (unrecognized string “freeman ratio” for Template:Icon) +4% Local Freeman Desired Ratio
  • (unrecognized string “noble happiness” for Template:Icon) +8% Local Noble Happiness
  • (unrecognized string “citizen happiness” for Template:Icon) +8% Local Citizen Happiness
  • (unrecognized string “pop cap” for Template:Icon) +10 Population Capacity
  • Local building slot.png +1 City Building Slots
  • (unrecognized string “promotion” for Template:Icon) +25% Pop Promotion Speed
  • (unrecognized string “migration attraction” for Template:Icon) +2 Migration Attraction
  • (unrecognized string “conversion” for Template:Icon) +20% Pop Conversion Speed
  • Pop assimilation.png +20% Pop Assimilation Speed
  • (unrecognized string “food” for Template:Icon) +1.50 Local Monthly Food

In addition to these baseline bonuses, the capital territory is also often granted permanent bonuses by a number of decisions and missions, most notably all country formation decisions and the generic infrastructure mission. This makes it advantageous to make the capital as large as possible, as pops in the capital are usually far more productive than pops in any other territory and usually have the highest (unrecognized string “citizen ratio” for Template:Icon) citizen and especially (unrecognized string “noble ratio” for Template:Icon) noble ratio given the combined effects of the base capital bonus and the number of buildings that are typically built there due to its high population. By the midgame, the capital territory will often have outgrown its (unrecognized string “food” for Template:Icon) local food supply and begin to necessitate imports food goods to feed its growing population, though the high proportion of (unrecognized string “nobles” for Template:Icon) noble and 公民人口 citizen pops usually means that the capital has many more (unrecognized string “trade routes” for Template:Icon) import route slots than is needed to feed it.

The province and region that the country capital is also have special modifiers and mechanics that generally make them more valuable than more peripheral areas. Control of a country's capital is important during wars, as it is worth extra warscore and provides bonus war enthusiasm for countries that still control their capitals, as well as being one of the main targets that enslavement_efficiency修正 enslaved pops to be sent to - slaves will generally go disproportionately to the capital territory, unless it has reached its (unrecognized string “pop cap” for Template:Icon) population capacity. The capital is also the point from which (unrecognized string “diplomatic range” for Template:Icon) diplomatic range is calculated from (for non-neighbouring countries).

If desired, the capital can be moved at any time to a territory of the (unrecognized string “culture” for Template:Icon) primary culture and (unrecognized string “religion” for Template:Icon) state religion in a loyal province as long as the country is not at war. The cost is (unrecognized string “pol” for Template:Icon) 50 + 5 times the difference in population between the current capital and the new capital in political influence, with a minimum cost of (unrecognized string “pol” for Template:Icon) 80 and a maximum of (unrecognized string “pol” for Template:Icon) 250. This means that it is much cheaper to move the capital to a more populated territory than vice versa.

省份首府

Every province that a country owns or partially owns has a (unrecognized string “province capital” for Template:Icon) province capital, representing the center of the local administration. If multiple countries own part of the same province, each of part will have its own provincial capital. The capital of the capital province is always the same as the national capital.

Provincial capitals get the following bonuses:

  • 28px +10% Population Output
  • (unrecognized string “pop cap” for Template:Icon) +6 Population Capacity
  • (unrecognized string “promotion” for Template:Icon) +10% Pop Promotion Speed
  • (unrecognized string “migration attraction” for Template:Icon) +1 Migration Attraction
  • (unrecognized string “food” for Template:Icon) +1 Local Monthly Food

Province capitals are important in wartime as they determine who controls the province as a whole. A province cannot be demanded in a peace treaty unless its capital is occupied, and armies can only resupply in foreign territory if the capital of the province is occupied. They are also the primary targets for receiving enslavement_efficiency修正 slaves when occupying enemy territory, after the (unrecognized string “capital” for Template:Icon) national capital.

Provincial capitals may be relocated during peace time for a cost of (unrecognized string “province loyalty” for Template:Icon) provincial loyalty. Relocating the provincial capital to a (unrecognized string “settlement” for Template:Icon) settlement lowers (unrecognized string “province loyalty” for Template:Icon) provincial loyalty by 30, to a (unrecognized string “city” for Template:Icon) city lowers loyalty by 20, and to a (unrecognized string “metropolis” for Template:Icon) metropolis by 10.

Only territories that are the provincial capital can be raised to (unrecognized string “metropolis” for Template:Icon) metropolis status.

地形

地形类型

Every territory has a fixed, predefined terrain type that cannot be changed. Terrain type has a significant impact on a territory's habitability through (unrecognized string “pop cap” for Template:Icon) population capacity and (unrecognized string “food” for Template:Icon) food production modifiers, and is important to consider for army maneuvering and supply as well. Generic heritages are also assigned partly based on the terrain type of a country's (unrecognized string “capital” for Template:Icon) capital territory at the start of the game.

Sea territories also have terrain types like land territories. The primary effect of sea terrain is to affect the movement speed of ships.

陆地地形

名称 修正 描述
Terrain desert big.png 沙漠
Desert
  • local_population_growth修正本地人口容量: -30%
  • Attrition.png损耗: +1
  • 移动花费: +10%
  • 本地每月食物: +1.5
一望无际的干旱的沙质平原。
Terrain farmland big.png 农田
Farmland
  • local_population_growth修正本地人口容量: +50%
  • 本地盈余所需奴隶: -2
  • 本地每月食物: +4
小群田地、果园和放牧牲畜点缀着这片美丽的耕地。
Terrain forest big.png 森林
Forest
  • 进攻方掷骰子获得 -1 惩罚。
  • local_population_growth修正 本地人口容量: -10%
  • 移动花费: +30%
  • 本地每月食物: +2
树木繁茂的地区,这样的森林往往是过路军队的障碍。
Terrain hills big.png 丘陵
Hills
  • 进攻方掷骰子获得 -1 惩罚。
  • 移动花费: +20%
  • 本地每月食物: +2
该地区由连绵起伏的丘陵组成。
Terrain jungle big.png 丛林
Jungle
  • local_population_growth修正 本地人口容量: -20%
  • supply_limit修正补给上限: -50%
  • 移动花费: +50%
  • 本地每月食物: +2.5
青翠潮湿的丛林,充满茂密的植被,不习惯的人难以穿行其中。
Terrain marsh big.png 沼泽
Marsh
  • 进攻方掷骰子获得 -1 惩罚。
  • local_population_growth修正 本地人口容量: -10%
  • supply_limit修正补给上限: -50%
  • 移动花费: +50%
  • 本地每月食物: +2
沼泽地渍水且往往很危险,难以通过,更难以居住。
Terrain mountain big.png 山地
Mountains
  • 进攻方掷骰子获得 -2 惩罚。
  • local_population_growth修正 本地人口容量: -20%
  • supply_limit修正 补给上限: -50%
  • 移动花费: +80%
  • 本地每月食物: +1.5
陡峭、危险、岩石较多的山岭地区,难以通过。
Terrain plains big.png 平原
Plains
  • 本地每月食物: +3
一个树木稀疏的地区,由大片平坦的土地组成。

海洋地形

名称 修正 描述
400px 近海
Coastal Sea
  • 移动花费: +15%
海岸线和群岛附近的海水往往更浅,提供的机动空间也更少。
Terrain ocean big.png 海洋
Ocean
由平静、剔透的海水和滚滚海浪组成,海洋承载着古代世界的命脉:贸易。
400px
River
  • 移动花费: +15%
大多数河流不适合乘船航行,不过有些河流又宽又深,足以容纳较小的船只通行。


气候

Each territory also has one of four possible climates depending on its geography, which gives an additional smaller modifier to (unrecognized string “pop cap” for Template:Icon) population capacity and (unrecognized string “food” for Template:Icon) food production. Certain climates also have winter for part of the year, which has an effect on Attrition.png attrition.

温暖气候(Warm climate) is the most hospitable type and covers the largest part of the map, from the shores of the Mediterranean to the Fertile Crescent and the rich plains of India. Every territory with Warm Climate gets the following modifiers:

  • (unrecognized string “pop cap” for Template:Icon) +5% Local Population Capacity
  • (unrecognized string “food” for Template:Icon) +10% Local Monthly Food Modifier

温和气候(Temperate Climate) is common directly to the north of warm areas, such as in Britannia, Gaul, Moesia and Illyria, northern Anatolia, and the south of central Asia. Territories with temperate climate have no default modifiers.

寒冷气候(Frigid Climate) represents colder areas of the map where harsher winters significantly , such as in Britannia, Gaul, Moesia and Illyria, northern Anatolia, and the south of central Asia. Every territory with Warm Climate gets the following modifiers:

  • (unrecognized string “pop cap” for Template:Icon) -20% Local Population Capacity
  • (unrecognized string “food” for Template:Icon) -40% Local Monthly Food Modifier

高山气候(Alpine Climate) describes cold mountainous areas, such as Tibet and parts of the Caucascus. Every territory with Alpine Climate gets the following modifiers:

  • (unrecognized string “pop cap” for Template:Icon) -25% Local Population Capacity
  • (unrecognized string “food” for Template:Icon) -30% Local Monthly Food Modifier

干旱气候(Arid Climate) describes desert regions and nearby drier areas, such as the areas around the Sahara, parts of the Arabian Peninsula, and much of Persia. Every territory with Arid Climate gets the following modifiers:

  • (unrecognized string “pop cap” for Template:Icon) -15% Local Population Capacity
  • (unrecognized string “food” for Template:Icon) -40% Local Monthly Food Modifier

河流

Rivers were central to trade and transportation in this time period and the presence of a significant river usually made that area much more attractive to settle in, as well as being more defensible given the inherent difficulties of crossing a river. Ingame, a territory with a Nearby River gets the following modifiers:

  • Attackers get a -1 penalty to their dice rolls
  • (unrecognized string “pop cap” for Template:Icon) +5% Population Capacity
  • supply_limit修正 +5% Supply Limit
  • (unrecognized string “migration speed” for Template:Icon) +10% Pop Migration Speed

Parts of certain very large rivers, such as the Rhine, Danube, Nile, or Indus are considered major rivers, which makes them navigable by ships and crossable only at certain points. Mechanically, major rivers are considered sea tiles for most intents and purposes, with crossing points marked as straits. A territory that is Adjacent to Major River gets the following modifiers:

  • (unrecognized string “pop cap” for Template:Icon) +10% Population Capacity
  • supply_limit修正 +10% Supply Limit
  • (unrecognized string “migration attraction” for Template:Icon) +1 Migration Attraction
  • (unrecognized string “migration speed” for Template:Icon) +25% Pop Migration Speed

The population capacity bonus means that territories next to a river, especially a major river, are generally good (unrecognized string “city” for Template:Icon) sites. Note that if a territory is both adjacent to a major river and has a nearby (minor) river, it will have the effects of both modifiers.

沿海领土

沿海(Coastal)领土 also get small bonuses by virtue of their access to the sea, which like rivers often served to connect areas together even if there was no good port nearby. The following modifiers are given to all coastal territories without a (unrecognized string “port” for Template:Icon) port:

  • (unrecognized string “pop cap” for Template:Icon) +5% Population Capacity
  • (unrecognized string “migration speed” for Template:Icon) +25% Pop Migration Speed

Note that this modifier can potentially stack with both river modifiers, if the territory meets all the requirements.

港口

Certain coastal territories with a particularly good harbour are designated as (unrecognized string “port” for Template:Icon) ports. Ports represent areas that are particularly accessible to ships and naval transport and are placed in certain territories at the beginning of the game, including some that some distance upstream on (unrecognized string “river” for Template:Icon) major rivers, and as a terrain feature are fixed and cannot be built or destroyed during the course of the game. Ports are at the center of a country's navy, as ships can only dock and be built at coastal territories with ports. In addition, every territory with a port gets the following modifier, replacing the modifier for non-port coastal territories:

  • (unrecognized string “pop cap” for Template:Icon) +10% Population Capacity
  • supply_limit修正 +5% Supply Limit
  • (unrecognized string “promotion” for Template:Icon) +10% Pop Promotion Speed
  • (unrecognized string “migration attraction” for Template:Icon) +2 Migration Attraction
  • (unrecognized string “migration speed” for Template:Icon) +50% Pop Migration Speed

Like with the standard coastal modifier, port modifiers can potentially stack with both river modifiers, if the territory meets all the requirements. The population capacity, migration attraction, and promotion speed modifiers in particular make port territories good places for founding (unrecognized string “city” for Template:Icon) cities, particularly those that are also adjacent to a major river.

海盗天堂

Certain ports are home to (unrecognized string “pirates” for Template:Icon) pirate havens where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of Tax income.png +20% Local Tax and (unrecognized string “pop growth” for Template:Icon) +0.01% Local Population Growth to their territory they host pirate fleets, which can rented out as naval mercenaries at times of war. When not being hired pirate fleets will eventually grow restless and go on raids, at which point the fleet while become hostile to all other navies and travel to nearby unfortified ports to plunder them, giving Tax income.png -25% Local Tax and (unrecognized string “demotion” for Template:Icon) +10% Demotion Speed to the plundered territories.

If pirates grow to be too much of a problem, their havens can be destroyed using the (unrecognized string “root out pirates” for Template:Icon) Root Out Pirates army ability on any controlled territory once the anti-pirate law has been passed, including those belong to other countries that have been occupied in a (unrecognized string “war” for Template:Icon) war, which will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new (unrecognized string “pirates” for Template:Icon) pirate haven in one of the country's ports.

补给上限

参见:损耗

The supply_limit修正 supply limit of a territory determines how large of an army it can sustain before the army begins to take Attrition.png attrition, with every point of Attrition.png army weight over the supply limit giving 1 point of Attrition.png attrition. As attrition increases (unrecognized string “food” for Template:Icon) food consumption rather than immediately causing loss of soldiers, being over the supply limit is not particularly problematic as long as the army is just quickly passing through or is adequately supplied with enough (unrecognized string “food” for Template:Icon) food to feed itself, but can become a significant issue with longer campaigns in low supply_limit修正 supply limit areas.

Generally speaking, more fertile, developed, and highly populated areas have a higher supply_limit修正 supply limit. All modifiers affecting the supply limit of a territory are listed below (note that national modifiers, e.g. inventions and deities, are based on the owner of the army, not the owner of the territory):

Type Modifier supply_limit修正 Supply limit
Base Base +5
(unrecognized string “population” for Template:Icon) Population +0.5 per pop
(unrecognized string “capital” for Template:Icon) Capital Territory +10% per point
(unrecognized string “civilization” for Template:Icon) Civilization Value +2% per point
Food deficiency.png Critical Food Supply -25%
Food deficiency.png Population Dying -25%
Terrain (unrecognized string “river” for Template:Icon) Adjacent to Major River +10%
 (unrecognized string “river” for Template:Icon) Nearby River +5%
 (unrecognized string “port” for Template:Icon) Coastal Port +5%
 (unrecognized string “marsh” for Template:Icon) Marsh -50%
 (unrecognized string “mountain” for Template:Icon) Mountains -50%
 (unrecognized string “jungle” for Template:Icon) Jungle -50%
Diplomatic Status Owner +25%
 Occupied +10%
 Alliance.png Alliance +10%
 (unrecognized string “military access” for Template:Icon) Military Access +10%
Inventions (unrecognized string “invention” for Template:Icon) Supernumerarii (Military Advances 1) +10%
 (unrecognized string “invention” for Template:Icon) Fighting Season (Military Advances 4) +10%
 (unrecognized string “invention” for Template:Icon) Logistics Division (Military Advances 11) +10%
 (unrecognized string “invention” for Template:Icon) Delayed Baggage Train (Military Advances 15) +25%
 (unrecognized string “invention” for Template:Icon) Central Reserve (Military Advances 19) +25%
Deities State religion.png Armazi (Armazic deity)
 State religion.png Kakasbos (Cybelene deity)
 State religion.png Pan (Hellenic deity)
 State religion.png Diktynna (Cretan Hellenic deity)
 State religion.png Turan (Etruscan Hellenic deity)
 State religion.png Faunus (Italic Hellenic deity)
 State religion.png Medeiné (Matrist deity)

文明度

一个领土的 (unrecognized string “civilization” for Template:Icon) 文明度(civilization value) represents its level of infrastructure and urbanization and is the biggest contributors to 幸福度 pop happiness, especially for (unrecognized string “nobles” for Template:Icon) nobles and 公民人口 citizens. Increasing the current civilization value of the capital to 50 is also one of the main requirements for a tribal nation to reform into a republic or monarchy, and some city buildings also require a minimum civilization level. Most countries, except for migratory tribes, will generally benefit from a higher civilization level in their territories.

一个领土的文明度 spans between 0 and 100, with each point granting the following local effects:

  • (unrecognized string “pop cap” for Template:Icon) Population Capacity: +0.25%
  • supply_limit修正 Supply Limit: +2%
  • Barbarian power.png Barbarian Growth: -0.005
  • (unrecognized string “migration attraction” for Template:Icon) Migration Attraction: +0.1
  • (unrecognized string “citizen happiness” for Template:Icon) Local Citizen Happiness: +0.5%
  • (unrecognized string “freeman happiness” for Template:Icon) Local Freemen Happiness: +0.3%
  • (unrecognized string “noble happiness” for Template:Icon) Local Noble Happiness: +0.7%
  • (unrecognized string “tribesman happiness” for Template:Icon) Local Tribesmen Happiness: -0.4%
文明度 (unrecognized string “pop cap” for Template:Icon) 人口容量 supply_limit修正 补给上限 Barbarian power.png 蛮族增长 (unrecognized string “migration attraction” for Template:Icon) 移民吸引力 (unrecognized string “noble happiness” for Template:Icon) 贵族幸福度 (unrecognized string “citizen happiness” for Template:Icon) 公民幸福度 (unrecognized string “freeman happiness” for Template:Icon) 自由民幸福度 (unrecognized string “tribesman happiness” for Template:Icon) 部落民幸福度
0%
+50% +12.5% +100% -0.25 +5 +35% +25% +15% -20%
+100% +25% +200% -0.5 +10 +70% +50% +30% -40%

最大文明度等级

Each territory has a maximum possible civilization value, which is the sum of its owner's (unrecognized string “civilization” for Template:Icon) country civilization level and any province or territory-specific modifiers to (unrecognized string “civilization” for Template:Icon) local civilization level. The country civilization level is generally the most consequential, as it is applied across all the territories in the country, and its value is determined largely by a country's government form, its level of research_points修正 Oratory Advances, and positive (unrecognized string “centralization” for Template:Icon) centralization for tribal nations. Local modifiers can increase the civilization level of certain territories, particularly the (unrecognized string “capital” for Template:Icon) capital, much higher than the country-wide value and is mostly given from decision modifiers (especially when creating formable nations) and coordinating Coordinate urban development.png urban development.

All static sources of 最大文明度等级 are listed below.

类型 修正 (unrecognized string “civilization” for Template:Icon) Civilization Cap
Base Base +10%
 (unrecognized string “centralization” for Template:Icon) Centralization Level +0.1% per point above 0% (up to +10% at 100%)
 (unrecognized string “subject” for Template:Icon) Tribal vassal +10%
Government (unrecognized string “pol” for Template:Icon) Settled Tribe +10%
 (unrecognized string “pol” for Template:Icon) Federated Tribe +15%
 (unrecognized string “pol” for Template:Icon) Autocratic Monarchy or Democratic Republic +30%
 (unrecognized string “pol” for Template:Icon) Other Monarchies or Republics +35%
 (unrecognized string “pol” for Template:Icon) Empire or Imperial Cult +40%
 (unrecognized string “pol” for Template:Icon) Athenian Republic +40%
Laws (unrecognized string “law” for Template:Icon) Rights of Man (Tribal) +5%
 (unrecognized string “law” for Template:Icon) Rights of Birth (Tribal) +5%
National ideas Idea state religion.png State Religion (Religious) +5%
Technology Charisma.png Oratory Advances +2% per Level
Trade goods 宝石 Gemstones capital surplus +5%
 玻璃 Glass capital bonus +5%
Heritages 伊刻尼亚的国旗  Icenian Heritage (Icenia) +5%
Local Coordinate urban development.png Urban Development +1% per Level
 Emergent Center of Civilization (from formable nations) +5%
 Center of Civilization (from formable nations) +10%
 Emergent Capital (from formable nations) +10%

Note that government bonuses are, of course, exclusive to each other.

文明度变化

最大文明度等级 does nothing by itself, but allows the territory's actual civilization level to slowly rise to that level. Each month, the civilization value of every territory that is below its local 最大文明度等级 will increase by the value of the 28px 每月文明度变化 modifier, which can be increased with various omens, inventions, governor policies, and other modifiers. If the local 最大文明度等级 is lower than the territory's current civilization level, it will instead decrease at a fixed rate of -0.10% per month until it reaches the cap again.

Type Modifier 28px 每月文明度变化
Base Base +0.01%
At Peace  +0.01%
 Barbarian power.png Barbarian power -0.025% per point
 (unrecognized string “subject” for Template:Icon) Tribal vassal +0.01%
National ideas Idea state religion.png State Religion (Religious) +0.02%
Inventions (unrecognized string “invention” for Template:Icon) Recording Tradition (Religious Tech 5) +0.01%
 (unrecognized string “invention” for Template:Icon) Scribae (Religious Tech 20) +0.01%
Laws (unrecognized string “law” for Template:Icon) Coin Minting Initiative (Tribal) +0.03%
Religion (unrecognized string “religion” for Template:Icon) Chaldean +0.01%
Deities State religion.png Upekkha Parami (Buddhist deity)
 State religion.png Maponos (Druidic deity)
 State religion.png Wisdom of Bhadrabahu (Jain deity)
Omens Omen.png Pañña Parami (Buddhist deity)
 Omen.png Eshmun (Canaanite deity)
 Omen.png Attis (Cybelene deity)
 Omen.png Gobannus (Druidic deity)
 Omen.png Glanis (Alluvian Druidic deity)
 Omen.png Asklepios (Hellenic deity)
 Omen.png Amaya (Cretan Hellenic deity)
 Omen.png Aita (Etruscan Hellenic deity)
 Omen.png Goitosyrus (Heptadic deity)
 Omen.png Arubani (Khaldic deity)
 Omen.png Tannit (Megalithic deity)
 Omen.png Guidance of the Moon (Ritualistic deity)
 Omen.png Zalmoxis (Zalmoxian deity)
Treasures Treasure sarcophagus.png Tomb of Romulus +0.03%
Heritages 伊特鲁里亚的国旗  Etruscan Heritage (Etruria) +0.02%
 Hellenistic Heritage (cultural) +0.01%
Governor Policy civilization effort.png Civilization Effort +0.005% per Finesse.png 10 finesse of the governor, plus a base of +0.005%
 公正 Just +0.01%
Local (unrecognized string “capital” for Template:Icon) Capital +0.02%
 Coordinate urban development.png Urban development +0.01% per Level
 (unrecognized string “road” for Template:Icon) Road Network +0.001% per outgoing road
 (unrecognized string “raze city” for Template:Icon) Razed (unit ability) -0.01%
 Enemy Occupation -0.02%
 Looted -0.03%

Urban development

The civilization value of territories with (unrecognized string “city” for Template:Icon) city status can be increased above and beyond its natural maximum by using the Coordinate urban development.png Coordinate Urban Development action, which costs a base of (unrecognized string “pol” for Template:Icon) 25 political influence (modified by the (unrecognized string “urban development cost” for Template:Icon) Urban Development Cost modifier) and, after 2 years, will give a stackable Urban Development modifier, giving (unrecognized string “civilization” for Template:Icon) +1% local civilization level and (unrecognized string “civilization” for Template:Icon) +0.01% 每月文明度变化 to the city. This action can only be used while the civilization level of the city is below 60, which means that it is primarily useful only in the early game or for tribal nations looking to improve their capital in preparation for reforming into a monarchy or republic.

Uncolonizable territories

Certain particularly harsh or desolate territories are considered uncolonizable. These territories have no true owner or (unrecognized string “population” for Template:Icon) pops and for the most part cannot be interacted with, though they will be considered owned for the purposes of map colouring and naming purposes if there is a single country that owns the majority of the adjacent colonizable territories, as well as owns and/or has coloured in a majority of all adjacent territories, including neighbouring uncolonizable territories. Similar behaviour is used to colour in uncolonizable territories in some other mapmodes, such as culture, religion, province, and region. This behaviour can be toggled on and off using the Fill in impassable terrain setting.

All uncolonizable territories have a (unrecognized string “culture” for Template:Icon) culture, (unrecognized string “religion” for Template:Icon) religion, (unrecognized string “civilization” for Template:Icon) civilization value, Barbarian power.png barbarian power value, and supply_limit修正 supply limit, which depending on the type of the the uncolonizable territory may have some gameplay relevance. Whether or not a territory is considered uncolonizable is set at the beginning of the game and cannot be changed.

不适于居住领土

不适于居住(Uninhabitable)领土不能被拥有或者殖民,但是仍然允许 陆军 通过它们。They exist in a number of passes through many arid and desert areas, such as in the Arabian pennisula and Central Asia. There are no special penalties for armies marching through uninhabitable territories beyond their low supply_limit修正 supply limit and inability to replenish (unrecognized string “food” for Template:Icon) food supply. Unlike impassable terrain, uninhabitable territories have a terrain type that helps to determine its supply_limit修正 supply limit.

All uninhabitable territories also have a culture and religion that is set at the beginning of the game, appears on the relevant mapmodes, and cannot be changed, though this is purely cosmetic and does not have any gameplay effect.

Impassable terrain

参见:Barbarians

Impassable terrain represents the harshest and most accessible areas of the map, and in addition to being uncolonizable also cannot be passed by armies and cannot be interacted with directly. Many exist as mountain ranges, inaccessible jungles, or unforgiving deserts crossing through even relatively developed areas, serving to isolate certain areas from one another and represent the difficulties that these types of terrain posed for states trying to exert their control across them.

Certain areas of impassable terrain hold Barbarian power.png barbarian strongholds, from which barbarian hordes will occasionally rise up to pillage and settle neighbouring territories. These barbarian strongholds can be particularly dangerous and require some military investment to control and hold off, but can eventually be pacified by raising the stronghold's (unrecognized string “civilization” for Template:Icon) civilization value high enough using the Policy civilization effort.png Civilization Effort governor policy in a neighbouring province.

Impassable terrain has a culture and religion that is used when generating Barbarian power.png barbarian hordes that rise up from that territory. However, in the culture and religion mapmodes the colour of impassable terrain will instead be determined by the majority colour of the surrounding territories according to the same rules as colouring for ownership, which may be different from the actual culture or religion of the territory.


参考资料

游戏中的历史文化名城

在决议或事件中检查了这些城市的ID。

  • 罗马Roma [1]
  • 涅亚波利斯Neapolis [7]
  • 庞贝Pompeii [9]
  • 维利亚Velia [12]
  • 佩尔图伊农Peltuinum [24]
  • 孚肯斯Fucens [27]
  • 图里Thurii [52]
  • 赫拉克利亚Heraclea [54]
  • 墨塔蓬同Metapontum [55]
  • 塔壬同Tarentum [56]
  • 卡利波利斯Callipolis [63]
  • 雷吉翁Rhegium [72]
  • 克罗同Croton [78]
  • 墨萨纳Messana [80]
  • 叙拉古Syracuse [84]
  • 阿克拉加斯Acragas [86]
  • 穆耳甘提亚Murgantia [88]
  • 弥诺亚的赫拉克利亚Heraclea Minoa [91]
  • 厄革斯塔Egesta [92]
  • 瑟利努斯Selinus [93]
  • 利吕拜翁Lilybaeum [94]
  • 帕诺鲁穆斯Panorumus [96]
  • 伊普索斯Ipsos [185]
  • 戈耳狄翁Gordion [189]
  • 安居拉Ankyra [194]
  • 赫拉克利亚Herakleia Pontica [207]
  • 西萨摩斯Sisamos [208]
  • 卡尔刻冬Chalcedon [240]
  • 喀俄斯Kios [245]
  • 兰普萨科斯Lampsakos [256]
  • 阿索斯Assos [259]
  • 纳克索斯Naxos [263]
  • 罗得斯Rhodos [266]
  • 楞诺斯Lemnos [270]
  • 斯居洛斯Skyros [277]
  • 珀耳伽蒙Pergamon [278]
  • 密提勒涅Mytilene [283]
  • 喀俄斯Chios [286]
  • 以弗所Ephesos [290]
  • 萨耳狄斯Sardis [292]
  • 萨拉米斯Salamis [331]
  • 塞巴斯忒Sebaste [339]
  • 普拉厄索斯Praesos [344]
  • 塞斯托斯Sestos [349]
  • 吕西玛刻亚Lysimacheia [350]
  • 耶拉佩特拉Ierapetra [355]
  • 塔索斯Thasos [356]
  • 克诺索斯Knossos [358]
  • 戈尔堤那Gortyna [361]
  • 阿布得拉Abdera [362]
  • 安腓波利斯Amphipolis [365]
  • 波吕雷尼亚Polyrrenia [368]
  • 波忒代亚Poteidaia [376]
  • 珀拉Pella [379]
  • 拉里萨Larissa [389]
  • 法耳萨罗斯Pharsalos [394]
  • 希斯提埃亚Oreus [403]
  • 安忒冬Anthedon [406]
  • 卡尔喀斯Chalcis [407]
  • 卡律斯托斯Karystos [409]
  • 欧玻伊亚的俄伊卡利亚Oichalia Euboias [410]
  • 俄洛波斯Oropos [413]
  • 雅典Athens [416]
  • 墨伽拉Megara [417]
  • 柯林斯Korinthos [418]
  • 腓尼刻Phoinike [421]
  • 俄尔科墨诺斯Orchomenos [423]
  • 得尔斐Delphi [424]
  • 多多那Dodona [425]
  • 底比斯Thebes [426]
  • 斯巴达Sparta [427]
  • 墨托涅Aegae [428]
  • 墨赛涅Messene [431]
  • 帕特赖Patrai [434]
  • 赫赖亚Heraia [435]
  • 墨伽罗波利斯Megalopolis [436]
  • 曼提涅亚Mantinea [438]
  • 奥林匹亚Olympia [439]
  • 阿耳戈斯Argos [440]
  • 厄庇道洛斯Epidauros [441]
  • 埃吉翁Aigion [444]
  • 厄利斯Elis [446]
  • 斯廷法利亚Stymphalia [448]
  • 克勒托耳Kleitor [449]
  • 居方塔Kyphanta [450]
  • 特洛曾Troizen [451]
  • 忒耳蒙Thermon [456]
  • 匝金托斯Zakynthos [460]
  • 刻法罗尼亚Kefalonia [461]
  • 斯特拉托斯Stratos [462]
  • 卡索佩Kassope [464]
  • 忒斯庇埃Thespiai [468]
  • 科耳居拉Korkyra [470]
  • 帕斯萨戎Passaron [476]
  • 墨森布里亚Mesembria [480]
  • 孟斐斯Memphis [500]
  • 部巴斯提斯Bubastis [503]
  • 佩卢西翁Pelusium [509]
  • 亚历山大里亚Alexandria [516]
  • 门德斯Mendes [534]
  • 克洛科狄罗波利斯Krokodilopolis [539]
  • 波吕比亚涅Polybiane [561]
  • 大狄俄斯波利斯Diospolis Magna [569]
  • 叙厄涅Syene [591]
  • 加沙Gaza [659]
  • 阿斯卡隆Ascalon [660]
  • 耶路撒冷Jerusalem [687]
  • 卡达萨Kadasa [742]
  • 提尔Tyrus [743]
  • 西顿Sidon [747]
  • 大马士革Damascus [750]
  • 帕尔密拉Palmyra [754]
  • 特里帕拉得索斯Triparadeisos [761]
  • 彼布罗斯Byblos [766]
  • 特里波利斯Tripolis [769]
  • 阿玛忒Amathe [777]
  • 波西得翁Posideion [788]
  • 帕莱俄波利斯Palaeopolis [789]
  • 安提戈涅亚Antigoneia [790]
  • 尼西比斯Nisibis [830]
  • 新加拉Singara [831]
  • 提格拉诺刻耳塔Tigranocerta [842]
  • 尼尼微Nineveh [862]
  • 阿耳贝拉Arbela [880]
  • 萨玛剌Samarra [893]
  • 达斯卡剌Daskara [897]
  • 大塞琉基亚Seleucia Magna [911]
  • 泰西封Ctesiphon [912]
  • 俄庇斯Opis [914]
  • 巴比伦Babylon [918]
  • 玻耳西帕Borsippa [919]
  • 底格里斯的阿帕墨亚Apamea ad Tigridem [933]
  • 拉尔萨Larsa [939]
  • 苏西亚纳的亚历山大里亚Alexandria Susiana [940]
  • 舒珊Shushan [946]
  • 忒雷冬Teredon [964]
  • 瓦斯浦拉坎的阿耳忒弥塔Artemita Vaspurakan [998]
  • 恩波里埃Emporiae [1000]
  • 刻尔萨Celsa [1011]
  • 尤利乌斯的卡拉顾里斯Calagurris Iulia [1016]
  • 俄亚索Oiasso [1017]
  • 托勒同Toletum [1024]
  • 拉弥尼翁Laminium [1026]
  • 赫墨洛斯科珀翁Hemeroskopeion [1031]
  • 马斯提亚Mastia [1036]
  • 萨尔曼提卡Salmantica [1046]
  • 巴尼恩西翁Baniensium [1157]
  • 左伊拉戎Zoelarum [1163]
  • 维尼亚提亚Veniatia [1164]
  • 左伊利亚Zoelia [1167]
  • 阿夸里乌斯村Vicus Aquarius [1172]
  • 瑟革达Segeda [1213]
  • 乌耳基Urci [1278]
  • 维瑟里亚Visseria [1292]
  • 阿雷俄刻隆Areocelum [1295]
  • 厄尔玻科尼斯Elboconis [1296]
  • 阿里提翁Aritium [1308]
  • 伽迪耳Gadir [1344]
  • 马拉卡Malaca [1362]
  • 拜占庭Byzantion [1453]
  • 墨利塔Melita [1471]
  • 甘扎克Gazaka [1515]
  • 阿耳克萨塔Arxata [1542]
  • 阿耳马维拉Armaouira [1570]
  • 阿塔尔贝吉安Atarbegian [1589]
  • 弥亚纳Miyana [1593]
  • 厄克巴塔纳Ecbatana [1595]
  • 蒂格剌纳刻尔特Tigranakert [1640]
  • 特拉布宗Trapezous [1734]
  • 庇堤乌斯Pityous [1743]
  • 卡林Karin [1744]
  • 萨塔拉Satala [1770]
  • 拉马托耳马Lamatorma [1780]
  • 阿弥索斯Amisos [1807]
  • 西诺佩Sinope [1812]
  • 阿马瑟亚Amaseia [1819]
  • 得罗斯Delos [1835]
  • 瑟巴斯托波利斯Sebastopolis [1839]
  • 厄庇法涅亚Epiphaneia [1874]
  • 西法Sipha [1878]
  • 埃盖埃Aigaiai [1879]
  • 厄拉尤萨Elaioussa [1892]
  • 安德罗斯Andros [1903]
  • 伊科尼翁Iconium [1934]
  • 基玻图斯的阿帕墨亚Apamea Cibotus [1936]
  • 弥罗斯Milos [1964]
  • 米利都Miletos [1973]
  • 萨摩斯Samos [1974]
  • 哈利卡耳那索斯Halikarnassos [1981]
  • 马纳维亚Manavia [2108]
  • 科里亚隆Coriallum [2134]
  • 科里俄索利同Coriosolitum [2156]
  • 贝基亚孔Becciacum [2226]
  • 部耳迪加拉Burdigala [2236]
  • 拉浦耳冬Lapurdum [2240]
  • 迪沃纳Divona [2269]
  • 马赛利亚Massalia [2325]
  • 利苏斯Lissus [2336]
  • 阿瓦里孔Avaricum [2347]
  • 刻纳朋Cenabum [2350]
  • 比布拉克忒Bibracte [2438]
  • 阿勒西亚Alesia [2440]
  • 奥特里孔Autricum [2441]
  • 迪沃杜戎Divodurum [2454]
  • 卢忒提亚Lutetia [2475]
  • 第勒尼安海Mare Tyrrenum [2500]
  • 西西里海峡Fretum Siculum [2501]
  • 爱奥尼亚海Mare Ionium [2518]
  • 革索里亚孔Gesoriacum [3026]
  • 巴加孔Bagacum [3042]
  • 弥纳Mina [3102]
  • 基耳塔Cirta [3163]
  • 厄拉堤拉Eratyra [3175]
  • 穆苏拉弥亚的塔拉Thala Musulamia [3209]
  • 鲁西卡得Rusicade [3227]
  • 迦太基Carthago [3256]
  • 欧佛览塔Euphranta [3333]
  • 腓莱尼亚的阿赖Arae Philaenorum [3338]
  • 达耳尼斯Darnis [3363]
  • 马览迪斯Marandis [3364]
  • 阿齐里斯Aziris [3365]
  • 帕利乌洛斯Paliouros [3366]
  • 扎德剌咖尔塔Zadrakarta [3435]
  • 涅亚波利斯的许达塔Hydata Neapolitana [3482]
  • 诺拉Nora [3483]
  • 卡拉利斯Caralis [3484]
  • 墨塔拉Metalla [3485]
  • 瑟斯提斯Sestis [3490]
  • 撒丁尼亚的涅亚波利斯Neapolis Sardinia [3492]
  • 塔洛斯Tharros [3493]
  • 顾鲁利斯Gouroulis [3496]
  • 赫耳迈翁海角Hermaion Akron [3497]
  • 宁淮俄斯港Nymphaios Limen [3499]
  • 利比索尼斯塔Turris Libisonis [3500]
  • 提部莱港Portus Tibulae [3505]
  • 维尼俄莱Viniolae [3506]
  • 腓卡里亚Phikaria [3508]
  • 阿卢卡Alouka [3511]
  • 穆里萨Murissa [3533]
  • 奥古斯塔 巴吉恩诺戎Bagiennia # Augusta Bagiennorum [3548]
  • 得耳托纳Dertona [3554]
  • 孚尔维 瓦楞提农Fulvii Valentinum [3555]
  • 瓦耳达伽忒Vardagate [3558]
  • 哈斯塔Hasta [3559]
  • 波楞提亚Polentia [3564]
  • 克拉斯提迪翁Clastidium [3574]
  • 革纳瓦Genava [3624]
  • 温多尼斯萨Vindonissa [3633]
  • 维耳纳尼亚Vernania [3637]
  • 阿耳玻耳 斐利克斯Arbor Felix [3639]
  • 俄维拉瓦Ovilava [3647]
  • 劳里亚孔Lauriacum [3648]
  • 洛阿库斯 斐利刻斯Loacus Felices [3649]
  • 诺雷亚Noreia [3672]
  • 沃索尔维亚Vosolvia [3722]
  • 阿尔西嫩西翁村Vicus Alsinensium [3738]
  • 维马尼亚Vemania [3739]
  • 安西瓦里亚Amsivaria [3836]
  • 萨克森尼亚Saxonnia [3837]
  • 维苏耳吉斯Visurgis [3839]
  • 加努恩塔Ganuenta [3843]
  • 佛勒提翁Fletio [3844]
  • 马耳萨基亚Marsacia [3845]
  • 马纳里同Manaritum [3849]
  • 马里俄涅斯Mariones [3855]
  • 小阿维俄尼亚Avionia Minores [3863]
  • 楼法纳Leuphana [3888]
  • 特雷瓦Treva [3889]
  • 考基亚Chaucia [3890]
  • 库里孔Curicum [4032]
  • 瑟革斯提卡Segestica [4041]
  • 克兰达忒Clandate [4043]
  • 亚得耳Iader [4054]
  • 特拉顾里翁Tragurium [4060]
  • 萨洛纳Salona [4062]
  • 巴洛亚Baloia [4070]
  • 贝耳刻隆Bercellum [4078]
  • 部托厄Bouthoe [4090]
  • 楼西尼翁Leusinium [4104]
  • 俄得苏斯Odessus [4248]
  • 卡拉提斯Callatis [4254]
  • 阿耳基达瓦Arcidava [4260]
  • 提比斯孔Tibiscum [4264]
  • 阿鲁忒拉Arutela [4280]
  • 齐里达瓦Ziridava [4290]
  • 阿浦隆Apulum [4291]
  • 安顾斯提亚Angustia [4294]
  • 齐达瓦Zidava [4296]
  • 奢羯罗Sakala [4340]
  • 诃梨陀伐罗Haridwar [4419]
  • 摩头罗Mathura [4420]
  • 跋罗那徙Varanasi [4429]
  • 波多利弗多罗Pataliputra [4440]
  • 那烂陀Nalanda [4442]
  • 布览科纳Brancona [4504]
  • 俄尔比亚Olbia [4529]
  • 刻耳喀尼提斯Kerkinitis [4536]
  • 刻耳索涅索斯Chersonesos [4538]
  • 潘提卡派翁Panticapaeum [4549]
  • 阿克墨Akme [4640]
  • 俄刻利斯Okelis [4646]
  • 阿得涅Adene [4650]
  • 阿比萨马Abisama [4655]
  • 坦纳Tamna [4662]
  • 咖耳纳Karna [4674]
  • 特雷托斯Tretos [4675]
  • 沙卜瓦Shabwa [4676]
  • 萨纳阿Sanaa [4682]
  • 希弥亚拉Himiara [4684]
  • 亚提尔Yathill [4700]
  • 哈德拉姆特的奥萨剌Ausara Hadhramut [4705]
  • 亨戴安Agines [4779]
  • 霍尔密扎德Hormirzad [4791]
  • 波斯波利斯Persepolis [4799]
  • 提比耳西亚Tibirsia [4832]
  • 提西亚Tisia [4857]
  • 比拉提斯Bilatis [4880]
  • 帕萨耳伽戴Pasargadae [4951]
  • 阿蒙Ammon [5537]
  • 冈仁波齐Kailash [5576]
  • 希贝耳尼亚海Mare Hibernicum [5732]
  • 希贝耳尼亚海Mare Hibernicum [5735]
  • 希贝耳尼亚海Mare Hibernicum [5738]
  • 沙巴尔兹Artacabana [6559]
  • 沙赫里斯坦Nostana [6561]
  • 高加索的亚历山大里亚Alexandria Caucasum [6611]
  • 尼赛亚Nisaia [6657]
  • 堕罗迦Dvaraka [6813]
  • 祇梨那伽罗Girinagara [6818]
  • 亚历山大港Alexandrou Limen [6821]
  • 拘摩梨Komari [6902]
  • 朅帝Koti [6915]
  • 乌洛逾罗Urayur [6927]
  • 库姆Qom [6954]
  • 阿婆迦那Avakana [6978]
  • 键支补岚Kancipuram [6984]
  • 珠罗钵帝南Colapattinam [6987]
  • 摩逾罗萨多钵帝南Mayurasattapattinam [6999]
  • 庵达补罗Andhapura [7019]
  • 闭利瞿罗Belgola [7022]
  • 奢叉尸罗Taxila [7314]
  • 耶哈Yeha [7505]
  • 阿克宋Aksum [7506]
  • 于克剌Uikra [7508]
  • 托里科斯Thorikos [7799]
  • 底墨Dyme [7890]
  • 忒革亚Tegea [7891]
  • 堤雷埃Thyreai [7892]
  • 珀勒涅Pellene [7893]
  • 克勒俄奈Kleonai [7894]
  • 刻林托斯Kerinthos [7899]
  • 厄瑞特里亚Eretria [7901]
  • 赫尔米乌奈Hermione [7903]
  • 斯堤拉Styra [7904]
国内政策 人物属性文化政府法律国家理念叛乱宗教科技
经济政策 建筑经济人口贸易商品
省份 区域省份城市殖民
战争 军事传统陆军陆军单位陆战海军海军单位海战
对外政策 条约宣战理由外交附属国