- 每一块领土有 5 个期望的奴隶比例。这意味着共和制和君主制的定居点中的人口都会降级到奴隶，除非建造了兵营。
- 每一块领土有 1 个基础建筑槽。定居点有与城市不同的建筑。
- 一些领土（通常是大城市）有特别独特的修正。请看 独特的城市修正.
- 每一块领土有其自身的 补给上限.
- 招募 (some units are restricted by the availability of strategic trade goods in the city's province).
- View pop distribution in territory and move pop.
- Coordinate urban develpoment: doable only in territory with city or metropolis status, spending 25 political influence to increase Civilization level by +1 after 2 years.
(unrecognized string “settlement” for Template:Icon) Settlements represent a sparsely populated area of land, settlements have penalties to output, migration speed, and poptype ratio. Settlements only support one building, but have their own unique set of powerful buildings, so you can specialize them accordingly.
(unrecognized string “city” for Template:Icon) Cities have a large bonus to population capacity, and will act as focal urban centers for your empire. Cities have a higher population and make your freemen and citizens happier, but require more slaves to make a trade good production - they will tend to consume, rather than create, resources. More importantly, cities will increase provincial food consumption, due to their higher population and their inability to produce food (any settlement producing any trade good in the "Food" category will lose said trade good when upgraded to a city; a new trade good would be produced in its place). New cities can be founded from settlements, allowing you to shape the world to your own desire. Founding a city takes 2 years to be completed, during this time the Population output is reduced by -100%. Each city can have at least 1 building, and 1 for every 10 pops in the city. The capital city has +1 building slot.
Cost: 200 and 50 (unrecognized string “political influence” for Template:Icon)
- Tribal: +25%
- Tribal Law, Infrastructure Tenets: +50%
- Heritage, Ptolemaios: -15%
- Heritage, Etruria: -25%
- Heritage, Heraclea Pontica: -25%
- Heritage, Rural: -20%
- local population capacity: +10
- local building slot: +2
- local citizen desired pop ratio: +35
- local freemen desired pop ratio: +35
- local slaves desired pop ratio: +25
(unrecognized string “metropolis” for Template:Icon) When a city that is a provincial capital reaches 80 pops, can be designated as metropolis: it cost 400 and 100 (unrecognized string “political influence” for Template:Icon)), takes 2 years to be completed and during this time the Population output is reduced by -100%. Metropolis is considered the peak of a city’s urban evolution. A metropolis does not have access to any unique buildings (instead using the same buildings as cities), but will improve living conditions for certain pop classes, as well as boost population capacity and is provided with +2 bulding slots.
- local population capacity: +5
- local population capacity modifier: +25%
- local building slot: +2
- local pop promotion speed modifier: +10%
- local migration attraction: +2
- local state trade routes: +1
(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:
- +10% Supply Limit
- 28px +0.02% Monthly Civilization Change
- 28px +10% Population Output
- (unrecognized string “citizen ratio” for Template:Icon) +2% Local Citizen Desired Ratio
- (unrecognized string “freeman ratio” for Template:Icon) +2% Local Freeman Desired Ratio
- (unrecognized string “citizen happiness” for Template:Icon) +5% Local Citizen Happiness
- (unrecognized string “pop cap” for Template:Icon) +35% Population Capacity
- (unrecognized string “building slots” for Template:Icon) +1 City Building Slots
- (unrecognized string “promotion” for Template:Icon) +0.25% Pop Promotion Speed
- (unrecognized string “migration attraction” for Template:Icon) +2 Migration Attraction
- (unrecognized string “conversion” for Template:Icon) +20% Pop Conversion Speed
- (unrecognized string “assimilation” for Template:Icon) +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, particularly if trade good bonuses are being accumulated in the capital province. By the midgame, the capital territory will often have outgrown its local food supply and begin to necessitate imports food goods to feed its growing population.
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 extra warscore and provides bonus war enthusiasm for countries that still control their capitals, as well as being the primary target enslaved pops to be sent to - slaves will generally not go to other territories in significant numbers unless the capital territory 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 primary culture and 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.
(unrecognized string “province capital” for Template:Icon) Every province owned by a nation has a provincial capital (if a province is split over multiple nations, each nation has a separate provincial capital).
Provincial capitals provide bonuses to population capacity (+25%), pop output efficiency (+10%), and migration attraction (+1.00).
Provincial capitals reap the benefits from trade and are the primary targets for slaves during conquests.
It is necessary to occupy the province capital to demand the entire province in a peace deal.
During war, troops can resupply their food from foreign territories if the enemy provincial capital is occupied.
Provincial capitals may be relocated during peace time for a cost of provincial loyalty. Relocating the provincial capital to a settlement lowers provincial loyalty by 30%. Relocating to a city lowers loyalty by 20% and relocating to a metropolis lowers loyalty by 10%.
Each nation also has a national capital. All pops in the national capital have a +10% output modifier (stacking with the capital province and region modifiers). The national capital produces more food, can house more people, has +1 building slot, assimilates and converts pops faster and is more attractive for migration.
(unrecognized string “port” for Template:Icon) Ports (indicated by a lighthouse and circling seagulls overhead) are the only cities where ships can dock and get built. Locations of port cities are fixed. Uncolonized provinces do not have a lighthouse icon, but all ports have seagulls flying around them and so can be seen that way.
Each port city has a monthly chance to spawn pirates in an adjacent sea zone, based on the number of trade routes (both incoming and outgoing) in the city's province. Each trade route beyond the first increases the chance by +0.1%, while each trireme docked in the city decreases it by -0.1%.
If pirates spawn, they will be a universally hostile fleet, which will blockade all port cities adjacent to their sea zone, lowering commerce income in their provinces.
Some pirate fleets already exist at the start of the game.
Template:See also The supply limit determines whether a given army suffers attrition. Base Supply Limit is 5 + 0.5 per pop in the city. It is then multipled by Supply Limit Efficiency, the base value of which is 100%, and which can be further modified by the following:
|City feature||地形类型: Mountains / Marsh / Jungle||-50%|
|Civilization Value||+2% per point|
|Being the city's owner||+25%|
|Trade goods||Vegetables in the province||+10%|
|Surplus of Vegetables in the province
(only affects the province's capital city)
|+2.5% per surplus|
|Invention||Supernumerarii (lvl 1)||+10%|
|Fighting Season (lvl 4)||+10%|
|Logistics Division (lvl 11)||+10%|
|Delayed Baggage Train (lvl 15)||+25%|
|Central Reserve (lvl 19)||+25%|
|Diplomacy||Having military access to the city||+10%|
A territory's (unrecognized string “civilization” for Template:Icon) civilization value represents its level of infrastructure and urbanization and is the biggest contributor to pop happiness. 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.
A territory's civilization value spans between 0 and 100, with each point granting the following local effects:
- (unrecognized string “pop cap” for Template:Icon) Population Capacity: +0.10
- Supply Limit: +2%
- 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: +1%
- (unrecognized string “freeman happiness” for Template:Icon) Local Freemen Happiness: +0.7%
- (unrecognized string “tribesman happiness” for Template:Icon) Local Tribesmen Happiness: -0.5%
|Civilization Value||(unrecognized string “pop cap” for Template:Icon) Population Capacity||Supply Limit||Barbarian Growth||(unrecognized string “migration attraction” for Template:Icon) Migration Attraction||Citizen Happiness||Freemen Happiness||Tribesmen Happiness|
每一块领土 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 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) 首都, much higher than the country-wide value and is mostly given from decision modifiers (especially when creating formable nations) and coordinating 28px urban development.
All static sources of 最大文明度等级 are listed below.
|Type||Modifier||(unrecognized string “civilization” for Template:Icon) Civilization Cap||Maximum Increase|
|(unrecognized string “centralization” for Template:Icon) Centralization Level||+0.1% per point above 0||+10% at 100%|
|Autocratic Monarchy or Democratic Republic||+30%|
|Other Monarchies or Republics||+35%|
|Empire or Imperial Cult||+40%|
|Laws||(unrecognized string “pol” for Template:Icon) Rights of Man (Tribal)||+5%|
|(unrecognized string “pol” for Template:Icon) Rights of Birth (Tribal)||+5%|
|National ideas||State Religion (Religious)||+5%|
|Technology||Oratory Advances||+2% per Level|
|Trade goods||Gemstones capital surplus||+5%|
|Gemstones export bonus||+2.5%|
|Marble province bonus||+2%|
|Marble province surplus bonus||+1%||Stackable|
|Glass province bonus||+2%|
|Glass province surplus bonus||+1%||Stackable|
|Heritages||Icenian Heritage (Icenia)||+5%|
|Local||28px Urban Development||+1% per Level||Can only be added until the territory civilization value reaches 60|
|Emergent Center of Civilization||+5%|
|Center of Civilization||+10%|
- Government bonuses are, of course, exclusive to each other.
- The Centers of Civilization and Emergent Capital modifiers are added to the capital territory when creating a formable nation.
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 monthly civilization change 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 Monthly Civilization Change|
|Barbarian power||-0.025% per point|
|National ideas||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 “pol” for Template:Icon) Coin Minting Initiative (Tribal)||+0.03%|
|Deities||28px Spirits of Insight (Bon deity)|
|28px Upekkha Parami (Buddhist deity)|
|28px Maponos (Druidic deity)|
|28px Wisdom of Bhadrabahu (Jain deity)|
|28px Hathor (Kemetic deity)|
|Omens||Pañña Parami (Buddhist deity)|
|Eshmun (Canaanite deity)|
|Attis (Cybelene deity)|
|Gobannus (Druidic deity)|
|Glanis (Druidic deity)|
|Asklepios (Hellenic deity)|
|Amaya (Hellenic deity)|
|Aita (Hellenic deity)|
|Goitosyrus (Heptadic deity)|
|Arubani (Khaldic deity)|
|Tannit (Megalithic deity)|
|Guidance of the Moon (Ritualistic deity)|
|Zalmoxis (Zalmoxian deity)|
|Treasures||28px Tomb of Romulus||+0.03%|
|Heritages||Etruscan Heritage (Etruria)||+0.02%|
|Hellenistic Heritage (cultural)||+0.01%|
|总督||Civilization Effort||+0.05% per 10 finesse of the 总督, plus a base of +0.005%|
|Local||(unrecognized string “capital” for Template:Icon) 首都||+0.02%|
|28px Urban Development||+0.01% per Level|
|28px Road Network||+0.001% per outgoing road|
|28px Razed (unit ability)||-0.01%|
The civilization value of cities can be increased above and beyond its natural maximum by using the 28px Coordinate Urban Development action, which costs (unrecognized string “pol” for Template:Icon) 25 political influence and, after 2 years, will give a stackable bonus of (unrecognized string “civilization” for Template:Icon) +1% local civilization level and (unrecognized string “civilization” for Template:Icon) +0.01% monthly civilization change to the city. This action can only be used while the civilization level of the city remains 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.
罗马 涅亚波利斯 庞贝 维利亚 佩尔图伊农 孚肯斯 图里 赫拉克利亚 墨塔蓬同 塔壬同 卡利波利斯 雷吉翁 克罗同 墨萨纳 叙拉古 阿克拉加斯 穆耳甘提亚 弥诺亚的赫拉克利亚 厄革斯塔 瑟利努斯 利吕拜翁 帕诺鲁穆斯 伊普索斯 戈耳狄翁 安居拉 赫拉克利亚 西萨摩斯 卡尔刻冬 喀俄斯 兰普萨科斯 阿索斯 纳克索斯 罗得斯 楞诺斯 斯居洛斯 珀耳伽蒙 密提勒涅 喀俄斯 以弗所 萨耳狄斯 萨拉米斯 塞巴斯忒 普拉厄索斯 塞斯托斯 吕西玛刻亚 耶拉佩特拉 塔索斯 克诺索斯 戈尔堤那 阿布得拉 安腓波利斯 波吕雷尼亚 波忒代亚 珀拉 拉里萨 法耳萨罗斯 希斯提埃亚 安忒冬 卡尔喀斯 卡律斯托斯 欧玻伊亚的俄伊卡利亚 俄洛波斯 雅典 墨伽拉 柯林斯 腓尼刻 俄尔科墨诺斯 得尔斐 多多那 底比斯 斯巴达 墨托涅 墨赛涅 帕特赖 赫赖亚 墨伽罗波利斯 曼提涅亚 奥林匹亚 阿耳戈斯 厄庇道洛斯 埃吉翁 厄利斯 斯廷法利亚 克勒托耳 居方塔 特洛曾 忒耳蒙 匝金托斯 刻法罗尼亚 斯特拉托斯 卡索佩 忒斯庇埃 科耳居拉 帕斯萨戎 墨森布里亚 孟斐斯 部巴斯提斯 佩卢西翁 亚历山大里亚 门德斯 克洛科狄罗波利斯 波吕比亚涅 大狄俄斯波利斯 叙厄涅 加沙 阿斯卡隆 耶路撒冷 卡达萨 提尔 西顿 大马士革 帕尔密拉 特里帕拉得索斯 彼布罗斯 特里波利斯 阿玛忒 波西得翁 帕莱俄波利斯 安提戈涅亚 尼西比斯 新加拉 提格拉诺刻耳塔 尼尼微 阿耳贝拉 萨玛剌 达斯卡剌 大塞琉基亚 泰西封 俄庇斯 巴比伦 玻耳西帕 底格里斯的阿帕墨亚 拉尔萨 苏西亚纳的亚历山大里亚 舒珊 忒雷冬 瓦斯浦拉坎的阿耳忒弥塔 恩波里埃 刻尔萨 尤利乌斯的卡拉顾里斯 俄亚索 托勒同 拉弥尼翁 赫墨洛斯科珀翁 马斯提亚 萨尔曼提卡 巴尼恩西翁 左伊拉戎 维尼亚提亚 左伊利亚 阿夸里乌斯村 瑟革达 乌耳基 维瑟里亚 阿雷俄刻隆 厄尔玻科尼斯 阿里提翁 伽迪耳 马拉卡 拜占庭 墨利塔 甘扎克 阿耳克萨塔 阿耳马维拉 阿塔尔贝吉安 弥亚纳 厄克巴塔纳 蒂格剌纳刻尔特 特拉布宗 庇堤乌斯 卡林 萨塔拉 拉马托耳马 阿弥索斯 西诺佩 阿马瑟亚 得罗斯 瑟巴斯托波利斯 厄庇法涅亚 西法 埃盖埃 厄拉尤萨 安德罗斯 伊科尼翁 基玻图斯的阿帕墨亚 弥罗斯 米利都 萨摩斯 哈利卡耳那索斯 马纳维亚 科里亚隆 科里俄索利同 贝基亚孔 部耳迪加拉 拉浦耳冬 迪沃纳 马赛利亚 利苏斯 阿瓦里孔 刻纳朋 比布拉克忒 阿勒西亚 奥特里孔 迪沃杜戎 卢忒提亚 第勒尼安海 西西里海峡 爱奥尼亚海 革索里亚孔 巴加孔 弥纳 基耳塔 厄拉堤拉 穆苏拉弥亚的塔拉 鲁西卡得 迦太基 欧佛览塔 腓莱尼亚的阿赖 达耳尼斯 马览迪斯 阿齐里斯 帕利乌洛斯 扎德剌咖尔塔 涅亚波利斯的许达塔 诺拉 卡拉利斯 墨塔拉 瑟斯提斯 撒丁尼亚的涅亚波利斯 塔洛斯 顾鲁利斯 赫耳迈翁海角 宁淮俄斯港 利比索尼斯塔 提部莱港 维尼俄莱 腓卡里亚 阿卢卡 穆里萨 奥古斯塔 巴吉恩诺戎 得耳托纳 孚尔维 瓦楞提农 瓦耳达伽忒 哈斯塔 波楞提亚 克拉斯提迪翁 革纳瓦 温多尼斯萨 维耳纳尼亚 阿耳玻耳 斐利克斯 俄维拉瓦 劳里亚孔 洛阿库斯 斐利刻斯 诺雷亚 沃索尔维亚 阿尔西嫩西翁村 维马尼亚 安西瓦里亚 萨克森尼亚 维苏耳吉斯 加努恩塔 佛勒提翁 马耳萨基亚 马纳里同 马里俄涅斯 小阿维俄尼亚 楼法纳 特雷瓦 考基亚 库里孔 瑟革斯提卡 克兰达忒 亚得耳 特拉顾里翁 萨洛纳 巴洛亚 贝耳刻隆 部托厄 楼西尼翁 俄得苏斯 卡拉提斯 阿耳基达瓦 提比斯孔 阿鲁忒拉 齐里达瓦 阿浦隆 安顾斯提亚 齐达瓦 奢羯罗 诃梨陀伐罗 摩头罗 跋罗那徙 波多利弗多罗 那烂陀 布览科纳 俄尔比亚 刻耳喀尼提斯 刻耳索涅索斯 潘提卡派翁 阿克墨 俄刻利斯 阿得涅 阿比萨马 坦纳 咖耳纳 特雷托斯 沙卜瓦 萨纳阿 希弥亚拉 亚提尔 哈德拉姆特的奥萨剌 亨戴安 霍尔密扎德 波斯波利斯 提比耳西亚 提西亚 比拉提斯 帕萨耳伽戴 阿蒙 冈仁波齐 希贝耳尼亚海 希贝耳尼亚海 希贝耳尼亚海 沙巴尔兹 沙赫里斯坦 高加索的亚历山大里亚 尼赛亚 堕罗迦 祇梨那伽罗 亚历山大港 拘摩梨 朅帝 乌洛逾罗 库姆 阿婆迦那 键支补岚 珠罗钵帝南 摩逾罗萨多钵帝南 庵达补罗 闭利瞿罗 奢叉尸罗 耶哈 阿克宋 于克剌 托里科斯 底墨 忒革亚 堤雷埃 珀勒涅 克勒俄奈 刻林托斯 厄瑞特里亚 赫尔米乌奈 斯堤拉