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| ==Militia Training Grounds== | | == 民兵训练场== |
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| 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. | | {{民兵训练场|Militia Training Ground}}是城市最重要的子建筑之一。其以按百分比提高了其他建筑提供的部队总数,这意味着更多的征召兵和守备部队。 |
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| {| class="wikitable" style = "width: 65em; text-align:center" | | {| class="wikitable" style = "width: 65em; text-align:center" |
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| ! 科技要求 | | ! 科技要求 |
| |- | | |- |
| ! Militia Training Grounds I | | ! 民兵训练场 I |
| | 150 {{icon|gold}} | | | 150 {{icon|gold}} |
| | 547 | | | 547 |
| | {{green|+5% }}征召兵规模 <br> {{green|+5% }}garrison size | | | {{green|+5% }}征召兵规模 <br> {{green|+5% }} 守备部队规模 |
| | | | | |
| | | | | |
| |- | | |- |
| ! Militia Training Grounds II | | ! 民兵训练场 II |
| | 200 {{icon|gold}} | | | 200 {{icon|gold}} |
| | 730 | | | 730 |
| | {{green|+7.5% }}征召兵规模 <br> {{green|+10% }}garrison size | | | {{green|+7.5% }}征召兵规模 <br> {{green|+10% }} 守备部队规模 |
| | Town Walls I <br> Militia Training Grounds I | | | Town Walls I <br> 民兵训练场 I |
| | | | | |
| |- | | |- |
| ! Militia Training Grounds III | | ! 民兵训练场 III |
| | 300 {{icon|gold}} | | | 300 {{icon|gold}} |
| | 1095 | | | 1095 |
| | {{green|+10% }}征召兵规模 <br> {{green|+15% }}garrison size | | | {{green|+10% }}征召兵规模 <br> {{green|+15% }} 守备部队规模 |
| | Militia Training Grounds II | | | 民兵训练场 II |
| |Improved Keeps II | | | 防御工事 II |
| |- | | |- |
| ! Militia Training Grounds IV | | ! 民兵训练场 IV |
| | 400 {{icon|gold}} | | | 400 {{icon|gold}} |
| | 1460 | | | 1460 |
| | {{green|+12.5% }}征召兵规模 <br> {{green|+20% }}garrison size | | | {{green|+12.5% }}征召兵规模 <br> {{green|+20% }} 守备部队规模 |
| | Militia Training Grounds III | | | 民兵训练场 III |
| | Improved Keeps IV | | | 防御工事 IV |
| |- | | |- |
| ! Militia Training Grounds V | | ! 民兵训练场 V |
| | 500 {{icon|gold}} | | | 500 {{icon|gold}} |
| | 2190 | | | 2190 |
| | {{green|+15% }}征召兵规模 <br> {{green|+25% }}garrison size | | | {{green|+15% }}征召兵规模 <br> {{green|+25% }} 守备部队规模 |
| | Militia Training Grounds IV | | | 民兵训练场 IV |
| | Improved Keeps VI | | | 防御工事 VI |
| |- | | |- |
| ! Militia Training Grounds VI | | ! 民兵训练场 VI |
| | 500 {{icon|gold}} | | | 500 {{icon|gold}} |
| | 2190 | | | 2190 |
| | {{green|+15% }}征召兵规模 <br> {{green|+25% }}garrison size | | | {{green|+15% }}征召兵规模 <br> {{green|+25% }} 守备部队规模 |
| | Militia Training Grounds V | | | 民兵训练场 V |
| | Improved Keeps VIII | | | 防御工事 VIII |
| |} | | |} |
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2019年3月13日 (三) 16:44的版本
一座城市地产
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。
建造在沿海省份中的城市价值更高,因为其允许建造及升级两种能够提高年收入的子建筑。此外,商业共和国的贵人可以在沿海省份建造贸易站,这会提升整个省份城市的年收入(丝绸之路途经省份的统治者亦可建造贸易站)。
城市地产的子建筑升级通常专注于轻步兵、弓箭手和长枪兵,以及提升年收入和科技传播速度。
建造一座城市(或城堡)可以防止因游牧民骚动而失去前游牧省份。
印度教角色必须是 吠舍种姓才能被授予城市。
请注意子建筑升级栈的效果。
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
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值
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收入
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12
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要塞等级
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0
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征召兵
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75 |
40
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防御工事
防御工事(英文:Fortifications)提升了要塞等级,这增加了敌军围攻地产花费的时间,并减少了暴露给劫掠者的战利品。
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价格
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建造时间(天)
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效果
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要求
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科技要求
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城市防御工事 I
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50
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182
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+0.4 要塞等级
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城市墙垣 I
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城市防御工事 II
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50
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182
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+0.4 要塞等级
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城市墙垣 II 城市防御工事 I
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防御工事 I
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城市防御工事 III
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50
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182
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+0.5 要塞等级
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城市防御工事 II
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防御工事 III
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城市防御工事 IV
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100
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365
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+1 要塞等级
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城市防御工事 III
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防御工事 V
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城市防御工事 V
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100
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365
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+1 要塞等级
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城市防御工事 IV
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防御工事 VII
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墙垣
墙垣(英文:Walls)提升了征召兵规模和要塞等级,提高了地产的防御能力。其还略微提高了地产的年收入。
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价格
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建造时间(天)
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效果
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要求
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科技要求
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城市墙垣 I
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50
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365
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+0.4 要塞等级 +2.5% 征召兵规模 +0.2 年收入
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城市墙垣 II
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50
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547
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+0.4 要塞等级 +2.5% 征召兵规模 +0.2 年收入
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城市墙垣 I
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防御工事 II
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城市墙垣 III
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100
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730
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+0.4 要塞等级 +5% 征召兵规模 +0.2 年收入
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城市墙垣 II
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防御工事 IV
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城市墙垣 IV
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100
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1095
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+0.5 要塞等级 +5% 征召兵规模 +0.2 年收入
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城市墙垣 III
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防御工事 VI
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城市墙垣 V
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150
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1460
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+1.0 要塞等级 +7.5% 征召兵规模 +0.5 年收入
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城市墙垣 IV
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防御工事 VIII
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兵工厂
该建筑仅适用于商业共和国的首都。
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价格
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建造时间(天)
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效果
|
要求
|
科技要求
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兵工厂 I
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200
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1460
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+1.0 要塞等级 +25% 守备部队规模 +7.5% 征召兵规模 +15
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兵工厂 II
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400
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1460
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+1.5 要塞等级 +20% 守备部队规模 +7.5% 征召兵规模 +15
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兵工厂 I
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城市设施 IV
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兵工厂 III
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600
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2190
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+2.0 要塞等级 +25% 守备部队规模 +12.5% 征召兵规模 +15
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兵工厂 II
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城市设施 VII
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民兵训练场
Template:民兵训练场是城市最重要的子建筑之一。其以按百分比提高了其他建筑提供的部队总数,这意味着更多的征召兵和守备部队。
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价格
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建造时间(天)
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效果
|
要求
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科技要求
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民兵训练场 I
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150
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547
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+5% 征召兵规模 +5% 守备部队规模
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民兵训练场 II
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200
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730
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+7.5% 征召兵规模 +10% 守备部队规模
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Town Walls I 民兵训练场 I
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民兵训练场 III
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300
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1095
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+10% 征召兵规模 +15% 守备部队规模
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民兵训练场 II
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防御工事 II
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民兵训练场 IV
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400
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1460
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+12.5% 征召兵规模 +20% 守备部队规模
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民兵训练场 III
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防御工事 IV
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民兵训练场 V
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500
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2190
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+15% 征召兵规模 +25% 守备部队规模
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民兵训练场 IV
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防御工事 VI
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民兵训练场 VI
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500
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2190
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+15% 征召兵规模 +25% 守备部队规模
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民兵训练场 V
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防御工事 VIII
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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.
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价格
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建造时间(天)
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效果
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要求
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科技要求
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Mustering Ground I
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100
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365
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+60 light infantry +30 archers
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Mustering Ground II
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120
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547
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+40 light infantry +70 archers
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Town Walls I Mustering Ground I
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Mustering Ground III
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200
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730
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+80 light infantry +50 archers
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Mustering Ground II
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Town Infrastructure I
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Mustering Ground IV
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300
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1095
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+60 light infantry +90 archers
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Mustering Ground III
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Town Infrastructure III
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Mustering Ground V
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400
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2190
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+100 light infantry +70 archers
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Mustering Ground IV
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Town Infrastructure V
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Mustering Ground VI
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500
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2190
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+80 light infantry +110 archers
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Mustering Ground V
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Town Infrastructure VII
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City Guard
The City Guard provide pikemen, which are heavy hitters and important in the melee phase of battles.
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价格
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建造时间(天)
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效果
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要求
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科技要求
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City Guard I
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100
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365
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+45 pikemen
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City Guard II
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120
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547
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+55 pikemen
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Town Walls I City Guard I
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Town Infrastructure II
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City Guard III
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200
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730
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+65 pikemen
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City Wall II City Guard II
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Town Infrastructure IV
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City Guard IV
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300
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1095
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+75 pikemen
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City Guard III
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Town Infrastructure VI
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City Guard V
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400
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2190
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+85 pikemen
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City Guard IV
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Town Infrastructure VIII
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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.
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价格
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建造时间(天)
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效果
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要求
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科技要求
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Town Market
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100
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365
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+3.0 年收入
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City Guild Hall
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120
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547
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+3.0 年收入
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Town Market Town Walls I
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Toll Booth
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200
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730
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+3.0 年收入
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City Guild Hall City Walls II
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Town Infrastructure I
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Court
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300
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1095
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+3.0 年收入
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Toll Booth
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Town Infrastructure III
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Assay Office
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400
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2190
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+3.0 年收入
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Court
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Town Infrastructure V
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Fair
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500
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2190
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+3.0 年收入
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Assay Office
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Town Infrastructure VII
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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.
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价格
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建造时间(天)
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效果
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要求
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科技要求
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Notes
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Port I
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100
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365
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+3.0 年收入
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Only available in coastal holdings
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Port II
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120
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547
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+3.0 年收入
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Port I Town Walls I
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Trade Practices I
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Only available in coastal holdings
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Port III
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200
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730
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+3.0 年收入
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Port II City Walls II
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Trade Practices III
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Only available in coastal holdings
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Port IV
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300
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1095
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+3.0 年收入
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Port III
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Trade Practices IV
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Only available in coastal holdings
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Port V
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400
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2190
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+3.0 年收入
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Port IV
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Trade Practices VI
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Only available in coastal holdings
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Shipyard
City shipyards are buildings that can only be built in coastal provinces; they provide ships that can be used to transport troops.
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价格
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建造时间(天)
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效果
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要求
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科技要求
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Notes
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Shipyard I
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100
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365
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+5 galleys
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Shipbuilding I
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Only available in coastal holdings
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Shipyard II
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100
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730
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+6 galleys
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Shipyard I
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Shipbuilding II
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Only available in coastal holdings
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Shipyard III
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100
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1095
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+7 galleys
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Shipyard II
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Shipbuilding III
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Only available in coastal holdings
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Shipyard IV
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100
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1460
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+8 galleys
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Shipyard III
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Shipbuilding IV
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Only available in coastal holdings
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Universities
Universities are expensive educational institutions that increase the rate of technological growth in the entire county. Name varies depending on religion.
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价格
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建造时间(天)
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效果
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要求
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科技要求
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Notes
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University I
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600
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1095
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+30% tech spread rate +0.05 economic tech points
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Town Infrastructure II
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Bonus affects the entire county
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University II
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800
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2190
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+30% tech spread rate +0.05 economic tech points
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University I
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Town Infrastructure IV
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Bonus affects the entire county
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University III
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800
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2190
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+30% tech spread rate +0.05 economic tech points
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University II
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Town Infrastructure VIII
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Bonus affects the entire county
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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
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价格
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建造时间(天)
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效果
|
要求
|
科技要求
|
Notes
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Garrisoned Roads
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125
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395
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+3 Tax 年收入 +5% morale of armies +5% tech spread rate +5 trade value
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Requires an owner or any liege with the Architect or Peaceful-Architect bloodline
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Stone Roads
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250
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560
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+3 Tax 年收入 +2 Trade Post Limit +5% tech spread rate +5 trade value
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Garrisoned Roads
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Town Infrastructure III
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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.
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Cleared Pathways
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450
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760
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+10% tech spread rate +10% Levy Reinforcement Rate +5% Disease Defense +5 Trade Value
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Stone Roads
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Town Infrastructure V
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Requires an owner or any liege with the Architect or Peaceful-Architect bloodline
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Great Acqueduct
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750
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1250
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+5% tech spread rate +0.1 economic tech points +10% Disease Defense +5 Trade Value
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Cleared Pathways
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Town Infrastructure VII
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Requires an owner or any liege with the Architect or Peaceful-Architect bloodline
|