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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}} | {{N|城市|City}} 是通常由[[ 共和制]] 统治者持有的地产。城市产生的[[ 税收]] 是所有地产中最多的,且每次升级都会大幅增加征召兵的数量;但是其 要塞等级 比[[ 城堡]] 要低,且其士兵的类型相较城堡和[[ 神殿]] 来说都更轻型。 | ||
大部分角色无法无惩罚(包括税收、封臣[[ 好感]] 和征召兵)地直辖城市。允许无惩罚持有城市的政体有[[ 商业共和制]] 、[[共和制]]、[[儒家官僚制]]、[[中华帝国制]]和罗马[[帝国制]]。 | |||
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]]. | 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]]. |
2019年3月7日 (四) 16:42的版本
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城市(英文:City)是通常由共和制统治者持有的地产。城市产生的税收是所有地产中最多的,且每次升级都会大幅增加征召兵的数量;但是其要塞等级比城堡要低,且其士兵的类型相较城堡和神殿来说都更轻型。
大部分角色无法无惩罚(包括税收、封臣好感和征召兵)地直辖城市。允许无惩罚持有城市的政体有商业共和制、共和制、儒家官僚制、中华帝国制和罗马帝国制。
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 | |||||
要塞等级 | 0 | |||||
征召兵 |
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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 |
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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 |
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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 |
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Militia Training Grounds II | 200 | 730 | +7.5% 征召兵规模 +10% garrison size |
Town Walls I Militia Training Grounds I |
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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 |
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Mustering Ground II | 120 | 547 | +40 light infantry +70 archers |
Town Walls I Mustering Ground I |
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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 |
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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 |