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{{version|2.6}} [[File:Prosperity screenshot.jpg|500px|thumb|right|An event that occurred due to having high prosperity in a province]] '''Prosperity''' is a mechanism that allows provinces which have not been besieged, raided, or ravaged by disease for a long time to gain certain bonuses, such as extra tax income and faster replenishment of levies. Independent dukes or higher can set one of their [[demesne]] provinces to be their Crown Focus for additional yearly increase and events. On the flip side, prolonged diseases or sieges in a province will cause '''Depopulation''', resulting in reduced taxes and slower levy replenishment. Prosperity (and Depopulation) require {{icon|trd}} [[The Reaper's Due]] DLC. ==Levels of Prosperity== {| class="wikitable" style="width: 90em" |- ! style="width: 24px" | ! !Local tax modifier !Levy reinforce rate !Local revolt risk !Supply limit !Local build cost modifier !Local build time modifier !Disease resistance |- |[[File:Prosperity 1 Prospering.jpg]] !Prospering | 0.1 | 0.2 | -0.01 | | | | -0.1 |- |[[File:Prosperity 2 Flourishing.jpg]] !Flourishing | 0.2 | 0.4 | -0.015 | 1 | -0.025 | -0.025 | -0.15 |- |[[File:Prosperity 3 Booming.jpg]] !Booming | 0.3 | 0.6 | -0.02 | 2 | -0.05 | -0.05 | -0.20 |- |} ==统治重心== 统治者可以设置一个省份作为他们的统治重心,如果他们可以:: * 公爵头衔或者更高<!-- (tier requirement is hidden in the potential section!) --> * 不是 [[nomadism|游牧制]] * 任何一个: ** 独立的 ** 是封臣有公爵头衔同时 [[Realm#Realm size|领地规模]]大于等于35 ** 是封臣有国王头衔领地规模大于等于55 realm size ** 是封城有共和国头衔, [[merchant republic|商业共和国]], 或者 [[holy order|神圣骑士团]] 政府 A crown focus province gains a small bonus to its hidden prosperity value each year, as long as it is not occupied or experiencing an epidemic [[disease]]. ===Effects of high prosperity & crown focus=== A crown focus province that already has a high prosperity level is eligible for special events. These events are more frequent with high stewardship and learning skills. * At prosperity level 2, a province with a different culture can be converted at the cost 100% of your yearly income. It also converts the province's religion and removes the [[nomad agitation]] modifier, if relevant. * At prosperity level 3, a new [[settlement]] slot can be created for 250% of yearly income. * At prosperity level 3, various positive modifiers can be added to the province: {| class="wikitable" style="width:53em" |- ! style="width: 150px" | ! style="width: 200px" | Bonus !Requirements |- !Jewish Settlement | +25% city tax | Christian, Zoroastrian or Muslim; no "Expelled the Jews" modifier; no "Minority Settlement" modifier (in the province) |- !Minority Settlement | +25% city tax | not Christian, Zoroastrian or Muslim; no "Jewish Settlement" modifier (in the province) |- !Glorious Monument | +0.5 Prestige | |- !Merchant Harbor | +50% galleys | province is coastal |- !Scholar Foundation | +0.03 military tech points +0.03 cultural tech points +0.03 economic tech points | |- !Great Library | +25% technology spread rate | |- !Center of worship | +0.25 Piety +25% temple tax | |- !Logging Company | -15% build cost -15% build time | province terrain is forest or jungle |- !Ore Mine | +10% tax -10% build cost | province terrain is mountain |- !Regimental Ground | +15% levy | |} Note that the "Jewish Settlement" and the "Minority Settlement" modifier are basically the same. They are split into two different modifiers just for historical/roleplaying purposes. ==Increasing prosperity== Each province has a hidden prosperity value that can increase in small increments. When it reaches 100/250/500, the prosperity level increases. Every province has a chance to gain points yearly. The chance increases with owner stewardship skill, owner prosperity bloodline, "sign of prosperity" from adulthood rites, heavy rain, [[great works]], or a local [[trade post]]. The chance decreases with war (especially being the primary attacker), various province maluses, or [[tribalism|tribal]] government. The amount of this passive increase depends on the [[terrain]], with coastal provinces getting a boost if they contain a city. The [[ambition]] to [[File:Obj_see_realm_prosper_5.png]] "See the Realm Prosper": * Enables some [[RIP flavor events|flavor events]] that increase prosperity * If peace is successfully maintained for 5 years, the ambition succeeds and adds 35 points to every eligible province in the entire realm (not just demesne!) [[Council]]ors can increase prosperity: * Certain job actions add 6 points when successful: ** Marshal: train troops ** Steward: oversee construction ** Spymaster: study technology ** Spiritual: advance cultural technology * Passive [[Job flavour events]] for council members: ** Any councilor with 12+ skill and {{smart}} can trigger a "good at job" event ** Marshal or steward with 15+ skill can offer to improve capital Many peacetime decisions increase prosperity: * Most [[Decisions#Minor|feasts and festivals]] add 8 points * A completed tournament adds 15 points * {{icon|tog}} [[Ancestor Worship]] can increase prosperity if you wish for economic assistance * {{icon|tog}} For defensive pagans, having certain patron deities may increase prosperity<!-- TOG.7520 --> Other events: * A fleet returning with [[raiding|loot]] adds 12 points in your capital. Limited to once every 5 years (unless you change capital). * Several {{icon|wol}} [[WOL Business Events|events from Way of Life]], with the Business [[focus]] * Random opportunity to perform charity, if you have a province with a [[Hospital]] * Random opportunity to invest in provincial apothecaries, if you have a [[Court Physician]] * When a {{icon|jd}}[[Honorary_titles#Chinese_specialists|Master Engineer]] improves your demesne province, prosperity also increases. ==Loss of prosperity== Disease, looting, and sieges can wipe the progress toward the next prosperity level, and sometimes even drop an entire level. Occupation of holdings will often reset the province's prosperity level to 0. [[Category:死神索命]] [[Category:领地]] {{RealmNavbox}}
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