基礎設施

本頁面適用於最新的版本(2.0)。
(重新導向自建筑

領土可以花費Wealth金錢通過各種基礎設施升級來提高 Population output 產出和 Happiness.png 幸福度,以及提高其可訪問性和防禦性。投資基礎設施可以顯著提高一個國家的Wealth收入、Manpower.png 人力、Research points.png 研究,通常情況下,人口越多的領土中效果越顯著。

建築

領土中可以建造各種不同的建築可以提供各種local modifiers,比如提高人口 Population output 產出和Happiness.png 幸福度,調整人口中各階級的比例,推動Pop assimilation.png 同化和Policy religious conversion.png改信,增加Population capacity當地人口容量, 增加區域的Fortification.png要塞和Port icon.png 港口等。領土可建造的建築取決於領土的級別,如 Territory settlement.png 定居點、Territory city.png 城市、Territory metropolis.png 都會,其中一些 Territory settlement.png 定居點建築會受到領土生產的貿易品的限制。

每座建築都有相應的 Wealth 建築成本及 Time 建築時間,可由build_cost修正 gold cost 和build_time修正 build time modifiers進行改變, 每個領土一次只能建造一座建築,但可以排隊建造多座建築。建築建造完成後,不需要支付任何維護費用。任何所擁有領土中的建築都可以隨時立即拆除,並將build_cost修正建築成本的1/4金錢返回國庫(受build_cost修正build cost modifiers的影響),無論建築是何時建成的或由誰建造的。一些事件任務結果可能會在領土中自動建造一座建築。

共用

建築 省份效果 Cost 花費 Time 時間 注釋
Fortress 要塞
  • Manpower.png -5% 人力
  • Fortification.png +1 堡壘級別
  • Fort defense.png +5% 本地要塞防禦
  • Civilization.png +1% 本地文明度等級
150 720 日 將領土的 Fortification.png堡壘等級提高 1 級。

請參閱 Fortification.png 要塞以了解其他效果。
費用同時受到 Fort cost Fortress Building Cost modifier的影響.

Port 港口
  • Population capacity +1 人口容量
  • Ship recruit speed +15% 船隻招募速度
  • Migration attraction +0.1 移民吸引力
  • Migration speed +0.1 人口移民速度
150 180 日 只能建在沿海地區 Coastal Sea 或遊戲開始時已經存在港口的地方。

將領土的 Port icon.png港口等級提高 1 級。
請參閱 Port icon.png港口以了解其他效果

城市/都會建築限制

建築 省份效果 Cost 花費 Time 時間 注釋
Aqueduct 渡槽
  • Population capacity +4 人口容量
150 180 日

需要至少 Civilization.png 30 文明度等級

Granary 穀倉
  • Civilization.png +2% 本地文明度等級
  • Global food capacity.png +200 省份食物數量
100 180 日
Library 圖書館
  • Research points.png +5% 本地研究點
  • Civilization.png +2% 本地文明度等級
  • Policy religious conversion.png +2.5% 人口改信速度
100 180 日
Market 市場
  • Civilization.png +2% 本地文明度等級
  • Pop assimilation.png +2.5% 人口同化速度
  • Local base trade routes.png +2.5% 當地基礎貿易路線
100 180 日
Training Camp 訓練營
  • Manpower.png +10% 本地人力
  • Civilization.png +2% 本地文明度等級
100 180 日
Tax Office 稅務所
  • National tax +10% 本地稅收
  • Civilization.png +2% 本地文明度等級
100 180 日
Earthworks 土壘
  • Population capacity -10% 人口容量
  • Fort defense.png +25% 本地要塞防禦
  • Attrition.png +1.00 敵方損耗
  • Local combat width modifier.png -3.00 戰場寬度
150 1440 日 每個領土只能建造一個。
Requires the Invention.png Fortified Camps Military power.png Martial invention
Requires at least Fortification.png 1 fort level.
Foundry 鑄造廠
  • Tax income.png +25% 本地稅收
  • Research points.png +25% 本地研究點
  • Civilization.png +5% 本地文明度等級
  • Goods from slaves.png -4 本地盈餘所需奴隸
300 180 日 每個領土只能建造一個。
Requires the Invention.png Blacksmith Apprentices Military power.png Martial invention.
Temple 大神殿
  • Province loyalty +0.05 領土的省份忠誠度
  • State religion happiness +10% 國教幸福度
  • Civilization.png +5% 本地文明度等級
  • Policy religious conversion.png +2.00 人口改信速度
300 360 日 每個領土只能建造一個。
Requires the Invention.png Open Religion Religious power.png Religious invention.
Theater 大劇院
  • Province loyalty +0.05 領土的省份忠誠度
  • Integrated culture happiness +10% 領土的省份忠誠度
  • Civilization.png +5% 本地文明度等級
  • Pop assimilation.png +2.00 人口同化速度
300 360 日 每個領土只能建造一個。
Requires Invention.png Gradual Economic Integration Oratory power.png Oratory invention.
Academy 學院
  • Civilization.png +3% 本地文明度等級
  • Civilization.png +0.01% 本地文明度變化
  • Noble happiness +4% 本地貴族幸福度
  • Noble ratio +5% 本地貴族期望比例
150 180 日 每個領土只能建造三個。
Court of Law 法院
  • Province loyalty +0.01 領土的省份忠誠度
  • Civilization.png +3% 本地文明度等級
  • 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 每個領土只能建造三個。
Forum 廣場
  • Civilization.png +3% 本地文明度等級
  • 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 每個領土只能建造三個。
Mill 磨坊
  • Civilization.png +3% 本地文明度等級
  • Slave output +6% 本地奴隸產出
  • Slave happiness +6% 本地奴隸幸福度
  • Slave ratio +10% 本地奴隸期望比例
150 180 日 每個領土只能建造三個。

定居點限制

Building Province modifiers Cost Cost Time Time Notes
Barracks 軍營
  • Manpower.png +20% 本地人力
  • Civilization.png +5% 本地文明度等級
  • 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 每個領土只能建造一個。
Mine 礦井
  • Civilization.png +5% 本地文明度等級
  • Goods from slaves.png -5 本地盈餘所需奴隸
  • Migration speed -25% 人口移民速度
200 730 日 每個領土只能建造一個。
Tribal Settlement 部落定居點
  • Population capacity +10% 人口容量
  • Pop citizen ratio.png -2.5% 本地公民期望比例
  • Tribesman output +30% 本地部落民產出
  • Tribesman happiness +8% 本地部落民幸福度
200 730 日 每個領土只能建造一個。
Slave Estate 奴隸莊園
  • Civilization.png +5% 本地文明度等級
  • Migration speed -25% 人口移民速度
  • Monthly food.png +50% 本地每月食物修正
  • Slave output +30% 本地奴隸產出
200 730 日 每個領土只能建造一個。
Farming Settlement 農業定居點
  • Civilization.png +5% 本地文明度等級
  • Goods from slaves.png -5 本地盈餘所需奴隸
  • Migration speed -25% 人口移民速度
  • Monthly food.png +50% 本地每月食物修正
200 730 日 每個領土只能建造一個。
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 每個領土只能建造一個。

建築槽

格美領土中可建造的建築數量受限於該領土的Local building slot.png建築槽數量。每座建築佔用一個槽位,包括正在建造中的建築,在已填滿所有槽位的領土上無法建造更多建築。擁有超出允許槽位數量的建築的領土(例如,在被掠奪期間失去人口後)將失去超出限制的建築。 Gw map icon.png 奇觀也佔用一個建築槽位,並且至少需要一個空的建築槽位才能開始建造。

Territory settlement.png 定居點通常只有1個建築槽位(儘管定居點建築一般比其他建築更強大),可以通過使用 Invention.png 革新進行 Civic faction發明 Local building slot.png 鄉村規劃改變global settlement building slots modifier 增加至最多2個(儘管每座定居建築仍將保持其領土上限為一)。建築槽位在定居點升級為 Territory city.png 城市時變得更加重要,城市可額外獲得2個建築槽位,並且每增加10 Population.png人口可額外獲得1個建築槽。如果城市進一步升級為 Territory metropolis.png 都會,則額外建築槽位數量增加至4個。在 Territory city.png 城市和 Territory metropolis.png 都會中的建築槽來源於 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 國家首都
  • +1 Holy Site.png 聖地
  • +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

奇觀

主條目: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% 本地文明度變化
  • 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% 當地基礎貿易路線 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% 陸軍士氣
  • Army movement without roads −70% 陸軍無道路移動
  • Army maintenance cost.png +120% 軍團維護費

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.

軍用道路

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% 陸軍無道路移動

要塞

參見: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. 蠻族的國旗 蠻族 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 文明度等級 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.

邊境要塞

參見: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 建築殖民貿易商品TaxProduction人口
國內政策 國家屬性人物內戰文化政府傳承法律國家理念職位叛亂宗教科技
經濟政策 建築經濟食物奇觀人口貿易商品
省份 區域省份領土殖民地產
軍事 軍事傳統陸軍陸軍單位陸戰海軍圍城海戰
對外政策 條約戰爭宣戰理由宣稱外交附屬國蠻族
腳本 事件決議使命
其他 成就對手國家遊戲配置