基础设施

本页面适用于最新的版本(2.0)。
(重定向自建筑

领土可以花费Wealth金钱通过各种基础设施升级来提高 Population output 产出和 Happiness.png 幸福度,以及提高其可访问性和防御性。投资基础设施可以显著提高一个国家的Wealth收入、Manpower.png 人力、Research points.png 研究,通常情况下,人口越多的领土中效果越显著。

建筑

领土中可以建造各种不同的建筑可以提供各种local modifiers,比如提高人口 Population output 产出和Happiness.png 幸福度,调整人口中各阶级的比例,推动Pop assimilation.png 同化和Policy religious conversion.png改信,增加Population capacity当地人口容量, 增加区域的Fortification.png要塞和Port icon.png 港口等。领土可建造的建筑取决于领土的级别,如 Territory settlement.png 定居点、Territory city.png 城市、Territory metropolis.png 都会,其中一些 Territory settlement.png 定居点建筑会受到领土生产的贸易品的限制。

每座建筑都有相应的 Wealth 建筑成本及 Time 建筑时间,可由build_cost修正 gold cost 和build_time修正 build time modifiers进行改变, 每个领土一次只能建造一座建筑,但可以排队建造多座建筑。建筑建造完成后,不需要支付任何维护费用。任何所拥有领土中的建筑都可以随时立即拆除,并将build_cost修正建筑成本的1/4金钱返回国库(受build_cost修正build cost modifiers的影响),无论建筑是何时建成的或由谁建造的。一些事件任务结果可能会在领土中自动建造一座建筑。

共用

建筑 省份效果 Cost 花费 Time 时间 注释
Fortress 要塞
  • Manpower.png -5% 人力
  • Fortification.png +1 堡垒级别
  • Fort defense.png +5% 本地要塞防御
  • Civilization.png +1% 本地文明度等级
150 720 日 将领土的 Fortification.png堡垒等级提高 1 级。

请参阅 Fortification.png 要塞以了解其他效果。
费用同时受到 Fort cost Fortress Building Cost modifier的影响.

Port 港口
  • Population capacity +1 人口容量
  • Ship recruit speed +15% 船只招募速度
  • Migration attraction +0.1 移民吸引力
  • Migration speed +0.1 人口移民速度
150 180 日 只能建在沿海地区 Coastal Sea 或游戏开始时已经存在港口的地方。

将领土的 Port icon.png港口等级提高 1 级。
请参阅 Port icon.png港口以了解其他效果

城市/都会建筑限制

建筑 省份效果 Cost 花费 Time 时间 注释
Aqueduct 渡槽
  • Population capacity +4 人口容量
150 180 日

需要至少 Civilization.png 30 文明度等级

Granary 谷仓
  • Civilization.png +2% 本地文明度等级
  • Global food capacity.png +200 省份食物数量
100 180 日
Library 图书馆
  • Research points.png +5% 本地研究点
  • Civilization.png +2% 本地文明度等级
  • Policy religious conversion.png +2.5% 人口改信速度
100 180 日
Market 市场
  • Civilization.png +2% 本地文明度等级
  • Pop assimilation.png +2.5% 人口同化速度
  • Local base trade routes.png +2.5% 当地基础贸易路线
100 180 日
Training Camp 训练营
  • Manpower.png +10% 本地人力
  • Civilization.png +2% 本地文明度等级
100 180 日
Tax Office 税务所
  • National tax +10% 本地税收
  • Civilization.png +2% 本地文明度等级
100 180 日
Earthworks 土垒
  • Population capacity -10% 人口容量
  • Fort defense.png +25% 本地要塞防御
  • Attrition.png +1.00 敌方损耗
  • Local combat width modifier.png -3.00 战场宽度
150 1440 日 每个领土只能建造一个。
Requires the Invention.png Fortified Camps Military power.png Martial invention
Requires at least Fortification.png 1 fort level.
Foundry 铸造厂
  • Tax income.png +25% 本地税收
  • Research points.png +25% 本地研究点
  • Civilization.png +5% 本地文明度等级
  • Goods from slaves.png -4 本地盈余所需奴隶
300 180 日 每个领土只能建造一个。
Requires the Invention.png Blacksmith Apprentices Military power.png Martial invention.
Temple 大神殿
  • Province loyalty +0.05 领土的省份忠诚度
  • State religion happiness +10% 国教幸福度
  • Civilization.png +5% 本地文明度等级
  • Policy religious conversion.png +2.00 人口改信速度
300 360 日 每个领土只能建造一个。
Requires the Invention.png Open Religion Religious power.png Religious invention.
Theater 大剧院
  • Province loyalty +0.05 领土的省份忠诚度
  • Integrated culture happiness +10% 领土的省份忠诚度
  • Civilization.png +5% 本地文明度等级
  • Pop assimilation.png +2.00 人口同化速度
300 360 日 每个领土只能建造一个。
Requires Invention.png Gradual Economic Integration Oratory power.png Oratory invention.
Academy 学院
  • Civilization.png +3% 本地文明度等级
  • Civilization.png +0.01% 本地文明度变化
  • Noble happiness +4% 本地贵族幸福度
  • Noble ratio +5% 本地贵族期望比例
150 180 日 每个领土只能建造三个。
Court of Law 法院
  • Province loyalty +0.01 领土的省份忠诚度
  • Civilization.png +3% 本地文明度等级
  • Pop citizen happiness.png +6% 本地公民幸福度
  • Pop citizen ratio.png +10% 本地公民期望比例
150 180 日 每个领土只能建造三个。
Forum 广场
  • Civilization.png +3% 本地文明度等级
  • Monthly food.png +2.5% 本地每月食物修正
  • Freeman happiness +6% 本地自由民幸福度
  • Freeman ratio +10% 本地自由民期望比例
150 180 日 每个领土只能建造三个。
Mill 磨坊
  • Civilization.png +3% 本地文明度等级
  • Slave output +6% 本地奴隶产出
  • Slave happiness +6% 本地奴隶幸福度
  • Slave ratio +10% 本地奴隶期望比例
150 180 日 每个领土只能建造三个。

定居点限制

Building Province modifiers Cost Cost Time Time Notes
Barracks 军营
  • Manpower.png +20% 本地人力
  • Civilization.png +5% 本地文明度等级
  • Migration speed -25% 人口移民速度
  • Freeman happiness +8% 本地自由民幸福度
  • Freeman ratio +15% 本地自由民期望比例
200 180 日 每个领土只能建造一个。
Mine 矿井
  • Civilization.png +5% 本地文明度等级
  • Goods from slaves.png -5 本地盈余所需奴隶
  • Migration speed -25% 人口移民速度
200 730 日 每个领土只能建造一个。
Tribal Settlement 部落定居点
  • Population capacity +10% 人口容量
  • Pop citizen ratio.png -2.5% 本地公民期望比例
  • Tribesman output +30% 本地部落民产出
  • Tribesman happiness +8% 本地部落民幸福度
200 730 日 每个领土只能建造一个。
Slave Estate 奴隶庄园
  • Civilization.png +5% 本地文明度等级
  • Migration speed -25% 人口移民速度
  • Monthly food.png +50% 本地每月食物修正
  • Slave output +30% 本地奴隶产出
200 730 日 每个领土只能建造一个。
Farming Settlement 农业定居点
  • Civilization.png +5% 本地文明度等级
  • Goods from slaves.png -5 本地盈余所需奴隶
  • Migration speed -25% 人口移民速度
  • Monthly food.png +50% 本地每月食物修正
200 730 日 每个领土只能建造一个。
Provincial Legation Provincial Legation
  • Migration speed +75% 人口移民速度
  • Pop assimilation.png +15% 人口同化速度
200 180 日 每个领土只能建造一个。

建筑槽

格美领土中可建造的建筑数量受限于该领土的Local building slot.png建筑槽数量。每座建筑占用一个槽位,包括正在建造中的建筑,在已填满所有槽位的领土上无法建造更多建筑。拥有超出允许槽位数量的建筑的领土(例如,在被掠夺期间失去人口后)将失去超出限制的建筑。 Gw map icon.png 奇观也占用一个建筑槽位,并且至少需要一个空的建筑槽位才能开始建造。

Territory settlement.png 定居点通常只有1个建筑槽位(尽管定居点建筑一般比其他建筑更强大),可以通过使用 Invention.png 革新进行 Civic faction发明 Local building slot.png 乡村规划改变global settlement building slots modifier 增加至最多2个(尽管每座定居建筑仍将保持其领土上限为一)。建筑槽位在定居点升级为 Territory city.png 城市时变得更加重要,城市可额外获得2个建筑槽位,并且每增加10 Population.png人口可额外获得1个建筑槽。如果城市进一步升级为 Territory metropolis.png 都会,则额外建筑槽位数量增加至4个。在 Territory city.png 城市和 Territory metropolis.png 都会中的建筑槽来源于 Local building slot.png local city building slots and Local building slot.png global city building slots modifier,包括以下:

  • +1 Country capital.png 国家首都
  • +1 Holy Site.png 圣地
  • +1 for all Territory city.png cities with a Gw map icon.png tier 3 wonder with the Gw effect civil engineering.png Engineering effect
  • +2 for all Territory city.png cities with a Gw map icon.png tier 4 wonder with the Gw effect civil engineering.png Engineering effect
  • +2 for all Territory city.png cities with the Invention.png Urban Planning Civic faction Civic invention
  • +1 for all Territory city.png cities with the Military tradition.png Legacy of the Builders military tradition (Levantine and Arabian traditions)
  • +1 for each Religious province investment Make Religious Endowments religious province investment

奇观

主条目:Great wonders

Gw map icon.png Great wonders are special buildings that can be constructed in territories and give powerful bonuses to their local province or owner. Unlike standard buildings, wonders can be customized with various designs, materials, and effects, and are a significant investment that only the large and wealthy empires will be able to afford. As the centerpiece and defining feature of the local area, each territory can normally only support one great wonder, though certain wonders that are built by event can coexist with each other in the same territory. Uniquely, wonders usually give strong nation-wide effects that grow over time as the wonder's fame and prestige increases.

At the start of the game, there are a number of ancient wonders scattered all over the map, from the Temple of Jupiter Optimus Maximus in Rome to the Great Pyramids of Giza and the University of Taxila. Building additional wonders requires the Heirs of Alexander DLC.

道路

Roads built by a Roman army.

Ability road building.png Roads can be built by Land combat.png armies to connect two adjacent territories at the cost of Wealth gold, reducing the Movement cost movement cost by 50% and effectively doubling the army movement speed between them, making them highly desirable for larger empires that would benefit from being able to move armies between their provinces more quickly. In addition to the army movement bonuses, connecting a territory to the road network also gives a minor boost to development, trade, and pop mobility, making them useful to build in highly populated developed territories as well as connecting frontier areas. Roads also appear graphically on the map as the network is built and extended, generally being most prominent on the terrain mapmode; if a road is built over a river, a bridge will appear. Unlike with buildings, roads are not associated with individual territories, but instead with pairs of adjacent territories (including possibly those connected over a strait); it is therefore possible (and common) for a territory to be a part of multiple different road segments. For every road connecting a territory to one of its adjacent territories, a territory will get the following stackable modifiers:

  • Civilization.png +0.001% 本地文明度变化
  • Policy religious conversion.png +2.5% 人口改信速度
  • Pop assimilation.png +2.5% 人口同化速度
  • Local pop promotion speed.png +2.5% Pop Promotion Speed
  • Local pop demotion speed.png +1% Pop Demotion Speed
  • Migration attraction +0.05 移民吸引力
  • Migration speed +0.1 人口移民速度
  • Local base trade routes.png +5% 当地基础贸易路线 Modifier

There are two ways to build roads - a special, cheaper method for countries with access to Military tradition.png Italic tradition groups, and more generic one that is available to all countries. Once a road is built, it cannot be removed or destroyed, even if the territories it connects are completely depopulated.

Regular roads

Most countries need to reach at least Civic power.png Level 5 of civic advances to begin building roads.

Roads can be built using the build_roads_cost_modifier修正 Build Road unit ability toggle, which can be activated if all of the following conditions are met:

  • The unit is an Land combat.png army
  • The army has at least Land combat.png 10 cohorts
  • The army is not in combat, moving, or exiled
  • The army is in a territory that is owned by the current country, or by one of its Vassalized.png subjects
  • The army either has no commander, or its commander is loyal (i.e. has at least Loyalty.png 34 loyalty)

Any type of army, even Levy.png levies and Mercenary maintenance.png mercenaries, can build roads, if they meet all of the requirements.

When the build_roads_cost_modifier修正 build road toggle is on, road construction will begin when the unit moves from one territory to another, as long as both territories either owned and controlled by the army's owner or one of their Vassalized.png subjects, or are uncolonized (including uninhabitable territories, though not impassable terrain). When the army arrives in that other territory, if the two territories do not already have a road between them, the road will be instantly built at a base cost of Wealth 50 gold. This cost is affected by the Build roads cost modifier.png build roads cost modifier, given only by the Civic power.png Civic inventions Invention.png Gromatici (Build roads cost modifier.png -25%) and Invention.png De Architectura (Build roads cost modifier.png -15%). If the army has at least Engineer cohort.png 1 engineer cohort, the cost of building a road is instead lowered to to Wealth 10 gold (not affected by any modifiers).

Whilebuild_roads_cost_modifier修正 building roads, the following modifiers are applied to the army:

  • Morale.png −25% 陆军士气
  • Army movement without roads −70% 陆军无道路移动
  • Army maintenance cost.png +120% 军团维护费

The toggle will be turned off if the army becomes ineligible to build roads, or if the army finishes moving to a new territory without a road on the traversed connection and the country does not have enough money to build a road.

军用道路

If a country has access to Military tradition.png Roman traditions (in the Italic traditions group), adopting the Roman Roads tradition will give access to the special build_roads_cost_modifier修正 Build Military Road toggle, even if it does not currently meet the technology requirements for building roads normally. build_roads_cost_modifier修正 Building military roads is largely the same as building regular roads, with the main differences that the road-building army can be smaller, requiring only Land combat.png 5 cohorts, but must be a Legion.png legion, and that each road costs only Cost 25 gold per territory connection. However, note that the cost is not affected by the Build roads cost modifier.png build roads cost modifier. As with normal road building, the cost is lowered to to Wealth 10 gold (also not affected by any modifiers) if the army has at least Engineer cohort.png 1 engineer cohort.

In addition, a reduced set of modifiers is applied to the road-building army, without the increased maintenance cost or morale penalty:

  • Army movement without roads −70% 陆军无道路移动

要塞

参见:Siege

Fortification.png Forts can be built in territories to block the advance of enemy armies and protect important cities and strategic points from being easily captured. The size of a fort is determined by its fort level, where 1 is the minimum and 0 indicates the lack of a fort, and every Fortress fortress building giving 1 fort level. This means that settlements are typically restricted to a fort level of 1, while cities and metropolises are able to support larger forts. The higher the fort level, the harder it is for an enemy army to successfully take the fort.

To fully occupy a province, the attacker must besiege its Province capital capital and any forts in the province, after which the rest will be automatically occupied after a few 日. An unprotected territory takes only 15 日 to occupy, while one with a fort will take multiple months to siege down unless the attacking army launches an assault_ability修正 assault (usually taking heavy casualties). Each fort level gives -1 to siege progress and provides the base Garrison garrison of 500 per fort level, adjusted by the garrison size modifier. A besieging army needs to have at least 2000 men per each fort level to begin a siege, no matter how big the garrison is. Assaulting a fort will damage the garrison, and as soon as it reaches 0, the fort will fall. When it falls (or a new fort level is built), its garrison will start replenishing at a rate of 10% of the max garrison per month.

In addition, forts exert a zone of control (ZoC) over adjacent territories. An army that enters a hostile zone of control will not be able to progress further, and must either proceed to the fort and besiege it or return to the territory they came from. 蛮族的国旗 蛮族 ignore all zones of control and can move freely, but territories in the zone of control of a friendly fort will not lose Civilization.png 文明度等级 if occupied. Friendly forts also negate Attrition.png attrition from deserts or winter, and will automatically occupy any enemy-controlled territories in its zone of control unless there is a hostile army there.

Every Fortification.png fort level costs a base of Wealth 0.40 gold in maintenance each month, adjusted by the Fort maintenance cost.png fort maintenance modifier, except for the first capital fort.

Every province has a certain Fortification.png fort infrastructure capacity value, with default capacity of 5. The first fort in a territory uses up 3 points of capacity, while subsequent fort levels only use 1, and exceeding the limit gives a Fort maintenance cost.png +25% maintenance modifier for all forts in the province by for every point over the limit. This means, with the default limit of 5, two level 1 forts in one province would use 6 points and cost [math]\displaystyle{ 0.4*1.25 = 0.5 }[/math] each per month in maintenance (Wealth 1 in total), while a single level 2 fort costs Wealth 0.8 gold per month to maintain. Capacity can be increased through the Military province investment Fortify Province province investment, several Military tradition.png military traditions, some Invention.png inventions, and a Gw map icon.png wonder effect.

Every territory in the province gets Unrest.png -0.25 unrest for every used fort infrastructure point, which means spreading forts out over a number of territories is much more efficient at suppressing unrest than concentrating them in a single territory, even if more expensive. As maintaining forts can be costly, it is often a good idea to remove extraneous forts that no longer serve any meaningful defensive and unrest-suppressing purpose.

边境要塞

参见:Colonization

A country that has adopted the Military tradition.png Castra military tradition from the Italic tribe traditions tree can have an army build a Construct border fort border fort in an owned frontier or neighbouring uncolonized territory. An army can do this action if it meets all the following conditions:

  • The unit is an Land combat.png army
  • The army has a loyal commander (defined as Loyalty.png 34 loyalty or higher).
  • The army is not in combat, moving, sieging, or exiled.
  • The army has at least Land combat.png 5 cohorts, including at least one that is not Loyalty gain chance.png loyal to anyone. (This requirement implictly means that Mercenary maintenance.png mercenaries cannot be used)
  • The territory the army is in:
    • Doesn't already have a Fortress fortress
    • Is uncolonized, or owned by the current country and borders a foreign (not uncolonized) territory
    • Has a free Local building slot.png building slot
    • Borders an owned and controlled territory
    • Is not next to any other owned territory with a Fortress fortress

When the ability is activated, the country loses Manpower.png 3000 manpower and builds a Fortress fortress in the territory. The country then gains ownership of the province if it was previously uncolonized, in which case the territory will also gain a Freemen freeman pop of the primary culture and religion. Finally, one random cohort becomes Loyalty gain chance.png loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains Tyranny 1 tyranny instead. This ability can notably be used to colonize territories even if there is no neighbouring territory with a dominant integrated culture and state religion.

港口

Port icon.png Ports are buildings that can be built in any Coastal Sea coastal territories, as well as certain inland territories on River major rivers (those that begin the game with a Port icon.png port). They allow Naval combat.png ships to dock (including quickly embarking and disembarking troops), be built, repair, and supply, and are important for any nation that seeks to maintain a significant navy. The number of ports in a territory is the territory's port level, which in addition to the effects from the port buildings themselves also determines what types of ships it can build and repair: the light Unit liburnian.png liburnians and Unit trireme.png triremes only require a level 1 port, the medium Unit tetrere.png tetreres and Unit hexere.png hexeres require at least level 3 ports, while the very heavy Unit octere.png octeres and Unit mega-polyreme.png mega-polyremes can only be built and repaired at ports that are at least level 5.

In addition to effects from the building itself, every Coastal Sea coastal territory with at least one port gets the following modifiers:

  • Supply limit.png +5% Supply Limit
  • Local pop promotion speed.png +10% Pop Promotion Speed

For each territory in a province that has at least one port, the province also gets the following modifier:

  • Migration speed +2.5% 人口移民速度

Note that neither of these effects stack if territory has more than one port.

Pirate havens

Certain ports are home to Pirate haven.png 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 Global population growth.png +0.01% Local Population Growth to their territory they host pirate fleets, always composed of all light ships, 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 Local pop demotion speed.png +10% Demotion Speed to the plundered territories.

If pirates grow to be too much of a problem, their havens can be destroyed using the Root out pirates Root Out Pirates army ability on any controlled territory once the anti-pirate law has been passed, including those belonging to other countries that have been occupied in a War.png war. This will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet, even if it is currently out on a raid. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new Pirate haven.png pirate haven in one of the country's ports to increase its prosperity and provide more available naval mercenaries at the expense of the nearby coasts.

Destroying all ports in a pirate haven will also force any local pirate/mercenary fleets to disband, though this will not remove the pirate haven itself. If the port is ever rebuilt, the pirate fleet will eventually reappear.


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