无编辑摘要 |
无编辑摘要 |
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[[File:City.jpg|right|frame|一座城市地产]] | [[File:City.jpg|right|frame|一座城市地产]] | ||
{{N|城市|City}} are holdings commonly held by [[republic]] rulers. They pay the most [[taxes]], and once upgraded give numerous levies, but have a lower | {{N|城市|City}} are holdings commonly held by [[republic]] rulers. They pay the most [[taxes]], and once upgraded give numerous levies, but have a lower 要塞等级 than [[castles]] and their [[levies]] consist more of the lighter soldier types than both castles and [[temples]]. | ||
Most characters cannot hold a city within their direct demesne without suffering penalties to taxes, vassal [[opinion]], and levies. Government types that allows for cities in their direct demesne without penalty are [[merchant republic]]s, {{icon|jd}}Confucian Bureaucracy, Chinese and Roman Imperial; for Roman Imperial, the culture of the county where the city is located must be the same as the one of the character holding it. | Most characters cannot hold a city within their direct demesne without suffering penalties to taxes, vassal [[opinion]], and levies. Government types that allows for cities in their direct demesne without penalty are [[merchant republic]]s, {{icon|jd}}Confucian Bureaucracy, Chinese and Roman Imperial; for Roman Imperial, the culture of the county where the city is located must be the same as the one of the character holding it. | ||
Cities are worth more when built in a coastal county, as this allows two types of | Cities are worth more when built in a coastal county, as this allows two types of 年收入-increasing buildings to be built and upgraded. Also, patricians of [[merchant republic]]s can build trade posts in coastal counties, which boosts the 年收入 of cities in the county. Rulers of counties on the [[Silk Road]] can also build [[trade posts]]. | ||
The buildings that can be upgraded in cities focus exclusively on light infantry, archers, and pikemen, as well as increasing | The buildings that can be upgraded in cities focus exclusively on light infantry, archers, and pikemen, as well as increasing 年收入 and [[tech]] research speed. | ||
Constructing a city (or castle) can prevent a formerly-normadic province from reverting due to [[nomad agitation]]. | Constructing a city (or castle) can prevent a formerly-normadic province from reverting due to [[nomad agitation]]. | ||
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|- | |- | ||
![[File: | ![[File: 要塞等级.png]] | ||
!要塞等级 | !要塞等级 | ||
|0 | |0 | ||
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==Fortifications== | ==Fortifications== | ||
These buildings increase | These buildings increase 要塞等级, increasing the time it takes an attacking army to [[siege]] the holding and reducing the amount of free loot available to raiders. | ||
{| class="wikitable" style = "width: 65em; text-align:center" | {| class="wikitable" style = "width: 65em; text-align:center" | ||
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| 50 | | 50 | ||
| 182 | | 182 | ||
| {{green|+0.4 }} | | {{green|+0.4 }} 要塞等级 | ||
| Town Walls I | | Town Walls I | ||
| | | | ||
| 第61行: | 第61行: | ||
| 50 | | 50 | ||
| 182 | | 182 | ||
| {{green|+0.4 }} | | {{green|+0.4 }} 要塞等级 | ||
| Town Walls II <br> City Fortifications I | | Town Walls II <br> City Fortifications I | ||
| Improved Keeps I | | Improved Keeps I | ||
| 第68行: | 第68行: | ||
| 50 | | 50 | ||
| 182 | | 182 | ||
| {{green|+0.5 }} | | {{green|+0.5 }} 要塞等级 | ||
| City Fortifications II | | City Fortifications II | ||
| Improved Keeps III | | Improved Keeps III | ||
| 第75行: | 第75行: | ||
| 100 | | 100 | ||
| 365 | | 365 | ||
| {{green|+1 }} | | {{green|+1 }} 要塞等级 | ||
| City Fortifications III | | City Fortifications III | ||
| Improved Keeps V | | Improved Keeps V | ||
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| 100 | | 100 | ||
| 365 | | 365 | ||
| {{green|+1 }} | | {{green|+1 }} 要塞等级 | ||
| City Fortifications IV | | City Fortifications IV | ||
| Improved Keeps VII | | Improved Keeps VII | ||
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==Walls== | ==Walls== | ||
Walls increase | Walls increase 征召兵规模and 要塞等级, raising the defensive capacity. They also slightly increase yearly 年收入 from the holding. | ||
{| class="wikitable" style = "width: 65em; text-align:center" | {| class="wikitable" style = "width: 65em; text-align:center" | ||
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| 50 | | 50 | ||
| 365 | | 365 | ||
| {{green|+0.4 }} | | {{green|+0.4 }} 要塞等级 <br> {{green|+2.5% }} 征召兵规模 <br> {{green|+0.2 }} 年收入 | ||
| | | | ||
| | | | ||
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| 50 | | 50 | ||
| 547 | | 547 | ||
| {{green|+0.4 }} | | {{green|+0.4 }} 要塞等级 <br> {{green|+2.5% }} 征召兵规模 <br> {{green|+0.2 }} 年收入 | ||
| Town Walls I | | Town Walls I | ||
|Improved Keeps II | |Improved Keeps II | ||
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| 100 | | 100 | ||
| 730 | | 730 | ||
| {{green|+0.4 }} | | {{green|+0.4 }} 要塞等级 <br> {{green|+5% }} 征召兵规模 <br> {{green|+0.2 }} 年收入 | ||
| Town Walls II | | Town Walls II | ||
|Improved Keeps IV | |Improved Keeps IV | ||
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| 100 | | 100 | ||
| 1095 | | 1095 | ||
| {{green|+0.5 }} | | {{green|+0.5 }} 要塞等级 <br> {{green|+5% }} 征召兵规模 <br> {{green|+0.2 }} 年收入 | ||
| Town Walls III | | Town Walls III | ||
| Improved Keeps VI | | Improved Keeps VI | ||
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| 150 | | 150 | ||
| 1460 | | 1460 | ||
| {{green|+1.0 }} | | {{green|+1.0 }} 要塞等级 <br> {{green|+7.5% }} 征召兵规模 <br> {{green|+0.5 }} 年收入 | ||
| Town Walls IV | | Town Walls IV | ||
| Improved Keeps VIII | | Improved Keeps VIII | ||
| 第152行: | 第152行: | ||
| 200 | | 200 | ||
| 1460 | | 1460 | ||
| {{green|+1.0 }} | | {{green|+1.0 }} 要塞等级 <br> {{green|+25% }}garrison size <br> {{green|+7.5% }} 征召兵规模 <br> 15 galleys | ||
| | | | ||
| | | | ||
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| 400 | | 400 | ||
| 1460 | | 1460 | ||
| {{green|+1.5 }} | | {{green|+1.5 }} 要塞等级 <br> {{green|+20% }}garrison size <br> {{green|+7.5% }} 征召兵规模 <br> 15 galleys | ||
| Arsenal I | | Arsenal I | ||
|Town Infrastructure IV | |Town Infrastructure IV | ||
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| 600 | | 600 | ||
| 2190 | | 2190 | ||
| {{green|+2.0 }} | | {{green|+2.0 }} 要塞等级 <br> {{green|+25% }}garrison size <br> {{green|+12.5% }} 征召兵规模 <br> 15 galleys | ||
| Arsenal II | | Arsenal II | ||
| Town Infrastructure VII | | Town Infrastructure VII | ||
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| 150 | | 150 | ||
| 547 | | 547 | ||
| {{green|+5% }} | | {{green|+5% }} 征召兵规模 <br> {{green|+5% }}garrison size | ||
| | | | ||
| | | | ||
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| 200 | | 200 | ||
| 730 | | 730 | ||
| {{green|+7.5% }} | | {{green|+7.5% }} 征召兵规模 <br> {{green|+10% }}garrison size | ||
| Town Walls I <br> Militia Training Grounds I | | Town Walls I <br> Militia Training Grounds I | ||
| | | | ||
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| 300 | | 300 | ||
| 1095 | | 1095 | ||
| {{green|+10% }} | | {{green|+10% }} 征召兵规模 <br> {{green|+15% }}garrison size | ||
| Militia Training Grounds II | | Militia Training Grounds II | ||
|Improved Keeps II | |Improved Keeps II | ||
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| 400 | | 400 | ||
| 1460 | | 1460 | ||
| {{green|+12.5% }} | | {{green|+12.5% }} 征召兵规模 <br> {{green|+20% }}garrison size | ||
| Militia Training Grounds III | | Militia Training Grounds III | ||
| Improved Keeps IV | | Improved Keeps IV | ||
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| 500 | | 500 | ||
| 2190 | | 2190 | ||
| {{green|+15% }} | | {{green|+15% }} 征召兵规模 <br> {{green|+25% }}garrison size | ||
| Militia Training Grounds IV | | Militia Training Grounds IV | ||
| Improved Keeps VI | | Improved Keeps VI | ||
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| 500 | | 500 | ||
| 2190 | | 2190 | ||
| {{green|+15% }} | | {{green|+15% }} 征召兵规模 <br> {{green|+25% }}garrison size | ||
| Militia Training Grounds V | | Militia Training Grounds V | ||
| Improved Keeps VIII | | Improved Keeps VIII | ||
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==Economic Buildings== | ==Economic Buildings== | ||
These economic buildings increase the | These economic buildings increase the 年收入 of the holding, a portion of which goes to the liege. These are good to build because whatever gold which doesn't go to the liege goes to the mayor of the city, who, in theory, will use that gold to build other buildings. If you are a patrician or a doge holding cities, constructing these buildings is a high priority. | ||
{| class="wikitable" style = "width: 65em; text-align:center" | {| class="wikitable" style = "width: 65em; text-align:center" | ||
| 第350行: | 第350行: | ||
| 100 | | 100 | ||
| 365 | | 365 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| | | | ||
| | | | ||
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| 120 | | 120 | ||
| 547 | | 547 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| Town Market <br> Town Walls I | | Town Market <br> Town Walls I | ||
| | | | ||
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| 200 | | 200 | ||
| 730 | | 730 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| City Guild Hall <br> City Walls II | | City Guild Hall <br> City Walls II | ||
| Town Infrastructure I | | Town Infrastructure I | ||
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| 300 | | 300 | ||
| 1095 | | 1095 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| Toll Booth | | Toll Booth | ||
| Town Infrastructure III | | Town Infrastructure III | ||
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| 400 | | 400 | ||
| 2190 | | 2190 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| Court | | Court | ||
| Town Infrastructure V | | Town Infrastructure V | ||
| 第385行: | 第385行: | ||
| 500 | | 500 | ||
| 2190 | | 2190 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| Assay Office | | Assay Office | ||
| Town Infrastructure VII | | Town Infrastructure VII | ||
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==Ports== | ==Ports== | ||
Ports are buildings that can only be built in provinces with a coastline that provide extra | Ports are buildings that can only be built in provinces with a coastline that provide extra 年收入. If the player is holding coastal cities, constructing these buildings is recommended, more so if they also control the trade post in the same county. | ||
{| class="wikitable" style = "width: 65em; text-align:center" | {| class="wikitable" style = "width: 65em; text-align:center" | ||
| 第408行: | 第408行: | ||
| 100 | | 100 | ||
| 365 | | 365 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| | | | ||
| | | | ||
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| 120 | | 120 | ||
| 547 | | 547 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| Port I <br> Town Walls I | | Port I <br> Town Walls I | ||
| Trade Practices I | | Trade Practices I | ||
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| 200 | | 200 | ||
| 730 | | 730 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| Port II <br> City Walls II | | Port II <br> City Walls II | ||
| Trade Practices III | | Trade Practices III | ||
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| 300 | | 300 | ||
| 1095 | | 1095 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| Port III | | Port III | ||
| Trade Practices IV | | Trade Practices IV | ||
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| 400 | | 400 | ||
| 2190 | | 2190 | ||
| {{green|+3.0 }} | | {{green|+3.0 }} 年收入 | ||
| Port IV | | Port IV | ||
| Trade Practices VI | | Trade Practices VI | ||
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| 125 | | 125 | ||
| 395 | | 395 | ||
| {{green|+3 }}Tax | | {{green|+3 }}Tax 年收入 <br> {{green|+5% }}morale of armies <br> {{green|+5% }}tech spread rate <br> {{green|+5 }}trade value | ||
| | | | ||
| | | | ||
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| 250 | | 250 | ||
| 560 | | 560 | ||
| {{green|+3 }}Tax | | {{green|+3 }}Tax 年收入 <br> {{green|+2 }}Trade Post Limit <br> {{green|+5% }}tech spread rate <br> {{green|+5 }}trade value | ||
| Garrisoned Roads | | Garrisoned Roads | ||
| Town Infrastructure III | | Town Infrastructure III | ||
2019年3月3日 (日) 23:24的版本
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城市(英文:City) are holdings commonly held by republic rulers. They pay the most taxes, and once upgraded give numerous levies, but have a lower 要塞等级 than castles and their levies consist more of the lighter soldier types than both castles and temples.
Most characters cannot hold a city within their direct demesne without suffering penalties to taxes, vassal opinion, and levies. Government types that allows for cities in their direct demesne without penalty are merchant republics,
Confucian Bureaucracy, Chinese and Roman Imperial; for Roman Imperial, the culture of the county where the city is located must be the same as the one of the character holding it.
Cities are worth more when built in a coastal county, as this allows two types of 年收入-increasing buildings to be built and upgraded. Also, patricians of merchant republics can build trade posts in coastal counties, which boosts the 年收入 of cities in the county. Rulers of counties on the Silk Road can also build trade posts.
The buildings that can be upgraded in cities focus exclusively on light infantry, archers, and pikemen, as well as increasing 年收入 and tech research speed.
Constructing a city (or castle) can prevent a formerly-normadic province from reverting due to nomad agitation.
Hindu characters must be of the
Vaishya caste before they can be granted cities.
Note that building upgrades stack.
基础数据
所有地产有其一定的基础数据,提供收入、要塞等级和征召兵,所以即使是新建的地产也有一定的价值。
| 属性 | 值 | |||||
|---|---|---|---|---|---|---|
| 收入 | 12 | |||||
| File:要塞等级.png | 要塞等级 | 0 | ||||
| 征召兵 |
|
Fortifications
These buildings increase 要塞等级, increasing the time it takes an attacking army to siege the holding and reducing the amount of free loot available to raiders.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
|---|---|---|---|---|---|
| City Fortifications I | 50 | 182 | +0.4 要塞等级 | Town Walls I | |
| City Fortifications II | 50 | 182 | +0.4 要塞等级 | Town Walls II City Fortifications I |
Improved Keeps I |
| City Fortifications III | 50 | 182 | +0.5 要塞等级 | City Fortifications II | Improved Keeps III |
| City Fortifications IV | 100 | 365 | +1 要塞等级 | City Fortifications III | Improved Keeps V |
| City Fortifications V | 100 | 365 | +1 要塞等级 | City Fortifications IV | Improved Keeps VII |
Walls
Walls increase征召兵规模and 要塞等级, raising the defensive capacity. They also slightly increase yearly 年收入 from the holding.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
|---|---|---|---|---|---|
| Town Walls I | 50 | 365 | +0.4 要塞等级 +2.5% 征召兵规模 +0.2 年收入 |
||
| Town Walls II | 50 | 547 | +0.4 要塞等级 +2.5% 征召兵规模 +0.2 年收入 |
Town Walls I | Improved Keeps II |
| Town Walls III | 100 | 730 | +0.4 要塞等级 +5% 征召兵规模 +0.2 年收入 |
Town Walls II | Improved Keeps IV |
| Town Walls IV | 100 | 1095 | +0.5 要塞等级 +5% 征召兵规模 +0.2 年收入 |
Town Walls III | Improved Keeps VI |
| Town Walls V | 150 | 1460 | +1.0 要塞等级 +7.5% 征召兵规模 +0.5 年收入 |
Town Walls IV | Improved Keeps VIII |
Merchant Republic Arsenal
These buildings may only be built in the capital of a merchant republic.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
|---|---|---|---|---|---|
| Arsenal I | 200 | 1460 | +1.0 要塞等级 +25% garrison size +7.5% 征召兵规模 15 galleys |
||
| Arsenal II | 400 | 1460 | +1.5 要塞等级 +20% garrison size +7.5% 征召兵规模 15 galleys |
Arsenal I | Town Infrastructure IV |
| Arsenal III | 600 | 2190 | +2.0 要塞等级 +25% garrison size +12.5% 征召兵规模 15 galleys |
Arsenal II | Town Infrastructure VII |
Militia Training Grounds
Militia Training Grounds are one of the most important buildings in cities. They increase percentage-wise the total number of base troops provided by other buildings, which means more levies and garrisoning troops.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
|---|---|---|---|---|---|
| Militia Training Grounds I | 150 | 547 | +5% 征召兵规模 +5% garrison size |
||
| Militia Training Grounds II | 200 | 730 | +7.5% 征召兵规模 +10% garrison size |
Town Walls I Militia Training Grounds I |
|
| Militia Training Grounds III | 300 | 1095 | +10% 征召兵规模 +15% garrison size |
Militia Training Grounds II | Improved Keeps II |
| Militia Training Grounds IV | 400 | 1460 | +12.5% 征召兵规模 +20% garrison size |
Militia Training Grounds III | Improved Keeps IV |
| Militia Training Grounds V | 500 | 2190 | +15% 征召兵规模 +25% garrison size |
Militia Training Grounds IV | Improved Keeps VI |
| Militia Training Grounds VI | 500 | 2190 | +15% 征召兵规模 +25% garrison size |
Militia Training Grounds V | Improved Keeps VIII |
Mustering Grounds
Mustering Grounds increase the raw number of light infantry and archers available. These two troops are of low quality, but make up the majority of armies and are utilised mostly in the skirmish phase of battles.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
|---|---|---|---|---|---|
| Mustering Ground I | 100 | 365 | +60 light infantry +30 archers |
||
| Mustering Ground II | 120 | 547 | +40 light infantry +70 archers |
Town Walls I Mustering Ground I |
|
| Mustering Ground III | 200 | 730 | +80 light infantry +50 archers |
Mustering Ground II | Town Infrastructure I |
| Mustering Ground IV | 300 | 1095 | +60 light infantry +90 archers |
Mustering Ground III | Town Infrastructure III |
| Mustering Ground V | 400 | 2190 | +100 light infantry +70 archers |
Mustering Ground IV | Town Infrastructure V |
| Mustering Ground VI | 500 | 2190 | +80 light infantry +110 archers |
Mustering Ground V | Town Infrastructure VII |
City Guard
The City Guard provide pikemen, which are heavy hitters and important in the melee phase of battles.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
|---|---|---|---|---|---|
| City Guard I | 100 | 365 | +45 pikemen | ||
| City Guard II | 120 | 547 | +55 pikemen | Town Walls I City Guard I |
Town Infrastructure II |
| City Guard III | 200 | 730 | +65 pikemen | City Wall II City Guard II |
Town Infrastructure IV |
| City Guard IV | 300 | 1095 | +75 pikemen | City Guard III | Town Infrastructure VI |
| City Guard V | 400 | 2190 | +85 pikemen | City Guard IV | Town Infrastructure VIII |
Economic Buildings
These economic buildings increase the 年收入 of the holding, a portion of which goes to the liege. These are good to build because whatever gold which doesn't go to the liege goes to the mayor of the city, who, in theory, will use that gold to build other buildings. If you are a patrician or a doge holding cities, constructing these buildings is a high priority.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
|---|---|---|---|---|---|
| Town Market | 100 | 365 | +3.0 年收入 | ||
| City Guild Hall | 120 | 547 | +3.0 年收入 | Town Market Town Walls I |
|
| Toll Booth | 200 | 730 | +3.0 年收入 | City Guild Hall City Walls II |
Town Infrastructure I |
| Court | 300 | 1095 | +3.0 年收入 | Toll Booth | Town Infrastructure III |
| Assay Office | 400 | 2190 | +3.0 年收入 | Court | Town Infrastructure V |
| Fair | 500 | 2190 | +3.0 年收入 | Assay Office | Town Infrastructure VII |
Ports
Ports are buildings that can only be built in provinces with a coastline that provide extra 年收入. If the player is holding coastal cities, constructing these buildings is recommended, more so if they also control the trade post in the same county.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | Notes | |
|---|---|---|---|---|---|---|
| Port I | 100 | 365 | +3.0 年收入 | Only available in coastal holdings | ||
| Port II | 120 | 547 | +3.0 年收入 | Port I Town Walls I |
Trade Practices I | Only available in coastal holdings |
| Port III | 200 | 730 | +3.0 年收入 | Port II City Walls II |
Trade Practices III | Only available in coastal holdings |
| Port IV | 300 | 1095 | +3.0 年收入 | Port III | Trade Practices IV | Only available in coastal holdings |
| Port V | 400 | 2190 | +3.0 年收入 | Port IV | Trade Practices VI | Only available in coastal holdings |
Shipyard
City shipyards are buildings that can only be built in coastal provinces; they provide ships that can be used to transport troops.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | Notes | |
|---|---|---|---|---|---|---|
| Shipyard I | 100 | 365 | +5 galleys | Shipbuilding I | Only available in coastal holdings | |
| Shipyard II | 100 | 730 | +6 galleys | Shipyard I | Shipbuilding II | Only available in coastal holdings |
| Shipyard III | 100 | 1095 | +7 galleys | Shipyard II | Shipbuilding III | Only available in coastal holdings |
| Shipyard IV | 100 | 1460 | +8 galleys | Shipyard III | Shipbuilding IV | Only available in coastal holdings |
Universities
Universities are expensive educational institutions that increase the rate of technological growth in the entire county. Name varies depending on religion.
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | Notes | |
|---|---|---|---|---|---|---|
| University I | 600 | 1095 | +30% tech spread rate +0.05 economic tech points |
Town Infrastructure II | Bonus affects the entire county | |
| University II | 800 | 2190 | +30% tech spread rate +0.05 economic tech points |
University I | Town Infrastructure IV | Bonus affects the entire county |
| University III | 800 | 2190 | +30% tech spread rate +0.05 economic tech points |
University II | Town Infrastructure VIII | Bonus affects the entire county |
Infrastructure
This building chain is accessible when the owner or any liege of the city has the Architect or Peaceful-Architect bloodlines. See Bloodline#Forged_Bloodlines
| Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | Notes | |
|---|---|---|---|---|---|---|
| Garrisoned Roads | 125 | 395 | +3 Tax 年收入 +5% morale of armies +5% tech spread rate +5 trade value |
Requires an owner or any liege with the Architect or Peaceful-Architect bloodline | ||
| Stone Roads | 250 | 560 | +3 Tax 年收入 +2 Trade Post Limit +5% tech spread rate +5 trade value |
Garrisoned Roads | Town Infrastructure III | Requires an owner or any liege with the Architect or Peaceful-Architect bloodline. Trade Post Limit bonus limited to capital holding, so it cannot be stacked. |
| Cleared Pathways | 450 | 760 | +10% tech spread rate +10% Levy Reinforcement Rate +5% Disease Defense +5 Trade Value |
Stone Roads | Town Infrastructure V | Requires an owner or any liege with the Architect or Peaceful-Architect bloodline |
| Great Acqueduct | 750 | 1250 | +5% tech spread rate +0.1 economic tech points +10% Disease Defense +5 Trade Value |
Cleared Pathways | Town Infrastructure VII | Requires an owner or any liege with the Architect or Peaceful-Architect bloodline |

