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* 帝国管理制需要''君权V''科技。(如果{{icon|con}}DLC未激活,还同时需要法律化V解锁的绝对王权法律。) | * 帝国管理制需要''君权V''科技。(如果{{icon|con}}DLC未激活,还同时需要法律化V解锁的绝对王权法律。) | ||
=== 领地科技 | === 领地科技 策 略 === | ||
'''征服一个合适的伯爵领并迁都于此'''。例如:罗马通常易攻难守,同时玩家不是扮演基督徒的话,要小心触发早期十字军。 | '''征服一个合适的伯爵领并迁都于此'''。例如:罗马通常易攻难守,同时玩家不是扮演基督徒的话,要小心触发早期十字军。 | ||
2019年3月18日 (一) 10:55的版本
这篇文章正在翻译中。 如果您感兴趣可以对照官方百科的词条来编辑它。 |
科技(英文:Technology)代表了一个省份的军事、经济和文化知识水平。
每个国家的科技都分为0到8的级别,科技能提供大量加成。科技可以有十进制增量,并在中间级别给出部分效果。
公爵以及更高级别的统治者能生产科技点数,这些点数可用于投资首府省份科技。另外,科技会自动从高级省份向低级传播。
文化科技的效果取决于首府科技级别。军事和经济科技取决于每个省份的情况,除了军事组织、攻城武器和建筑结构,这些取决于首府科技。
像 文化建筑一样, 科技需要长期发展,而且和建筑不同的是发展科技往往需要数十年,效果也不显著。但另一方面,科技是你建设更高级建筑的前提。
科技列表
总共有18种不同的科技,分为三大类:军事、经济,以及文化,每个大类各有6种科技。各科技效果如下:
军事科技
- 轻步兵:
- 重步兵:
- 骑兵:
- 攻城器械:
- 每级增加攻城时己方攻城速度并减少守城时敌方攻城速度+12.5%(满8级加成为+100% )。
- 造船术:
- 每级船只数量+10%。
- 等级I至IV解锁各地产的造船建筑。
- 军事组织:
经济科技
- 城堡设施:
- 城市设施
- 解锁大部分城市建筑。
- 每级城市税收收入+6.2%(满8级时加成为+50%)
- 解锁部落3、4级市场建筑(在升级为城市时需要)
- 教堂设施:
- 解锁大部分神殿建筑。
- 每级神殿税收收入+6.2%(满8级时加成为+50%)
- 防御工事:
- 解锁要塞和防御工事建筑。注意,一些建筑需要城墙达到一定级别才能修建。
- 贸易制度:
- 建筑:
- 每级减少建筑时间和花费-3.1%(满8级时加成为+50%)
- 解锁所有的医院建筑
文化科技
- 封建义务:
- 城市义务:
- 每级城市好感+3
- 神权义务:
- 每级神职人员好感+3
- 君权:
- 宽容:
- 每级不同宗教和不同文化好感惩罚-6.2%(满8级时减成为-50%)
- ToleranceIII和VI解锁女性地位法律.
- 法律化:
科技点数
Duke-rank and higher rulers generate 科技点数(英文:Technology Point) each month in each of the three categories - Military, Economic and Cultural - according to the following formula;
Monthly points = (0.04 *(Learning + Skill) + BuildingBonus) * RankBonus.
where Learning is the ruler's personal learning attribute; Skill is the ruler's military, stewardship or diplomatic attribute, for military, economic and cultural technology, respectively; the RankBonus is 1.0, 1.2 or 1.4 for a duke, king or emperor, respectively; and BuildingBonus is the sum of all extra points from all special buildings in your demesne plus from count and baron tier vassals. Buildings held (directly or indirectly) by Duke and King tier vassals do not contribute to your BuildingBonus. Church schools produce 0.04 Cultural points per level per month, while universities produce 0.05 economic points per level per month. Advanced hospital buildings also generate technology points.
In addition, the spymaster study technology mission will often trigger an event that rewards 50 points in a random category, while the research missions for the military, economic and religious advisers will less frequently trigger an event that rewards 50 points in the appropriate category. Battles, whether won or lost, generate military points based on duration and the size of each army (as a fraction of total strength).
Some province modifiers, such as those provided by the chinese master engineer or earned through prosperity-booming events, provide a constant stream of technology points. The amount they provide is doubled if the province itself is booming.
The cost to improve technology by one rank is given by the following formula:
Cost = ((100 * Rank) * (1 + AheadPenalty)) * ProgressRemaining
where rank is the rank (from level I to VIII) of the new technology; AheadPenalty is 0.006 for every year the current year is ahead of the 'Base Year' of the technology - this is 800 for level I, 900 for level II, etc.; and ProgressRemaining is the percentage, from 10% to 100%, left to research in the current technology level. For example, suppose the year is 1150 and we want to go from Military Organization level 4.0 to 5.0 in our capital. The Base Year for level V technologies is 1200, so we are 50 years ahead. The cost is (100 * 5) * (1 + 0.006*50) = 650 points. If our capital already had Military Organization at level 4.5, we would only need to spend half as much, or 325 points.
科技传播
Technology spreads between provinces that border each other, as well as between provinces in the demesne of the same ruler even if they do not border each other. The rate of growth depends on the degree of the technology lead in the more advanced province. The spymaster's "study technology" mission also lets technology spread from the target province to the ruler's capital. The other advisors' research missions also increase the speed of spreading, as do the school and university buildings.
The chance of an increase (by one tenth (1/10) of a full level) in a particular technology per year is:
Tech Increase Percentage = (Demesne Bonus + Neighbor Bonus + Trade Post Bonus + Spymaster Bonus) * (1 + Councillor Bonus + Building Bonus)
Here are the formulas for each bonus:
Demesne Bonus = 6 * TotalDemesneDifference
- TotalDemesneDifference is the sum of the tech lead in all other demesne provinces. For example, if County A has Light Infantry at 1.0, County B has 1.7, C has 2.0 and D has 1.3, the total difference is (0.7 + 1.0 + 0.3) = 2.0, resulting in a (2.0*6% =) 12% chance of increase in County A per year. Demesne counties that are behind do not increase the rate of spread, but do not penalize it either. TotalDemesneDifference is limited to 5, providing a maximum bonus of 30%.
The maximum Demesne bonus is 30%.
Neighbor Bonus = 6 * TotalNeighborDifference
- TotalNeighborDifference is, similarly, the sum of the tech lead in all neighboring provinces. Neighbors of different religious groups provide only half of their lead. If a county is both a neighbor and in the same demesne, it counts for both TotalDemesneDifference and TotalNeighborDifference.
Trade Post Bonus = 0.2 * TotalTradePostDifference
Where TotalTradePostDifference is the sum of of the tech lead in provinces that have your trade posts. A 0.20% bonus for a 1.0 tech level difference is all you get. Note: I didn't completely test this one out. I tested it at 1.0, 2.0, 3.0, 3.9, 4.0 tech level differences, and with 1 to 15 trade posts. The above formula worked for 1.0, 2.0, 3.0 tech differences and was slightly off at 3.9 and 4.0 tech differences. Example: You have 15 trade posts with 8.0 tech levels in a given technology. Your capitol has 4.0 tech levels in that technology. The Total TradePostDifference would be 60. (15 * 4.0) According to my formula the Trade Post Bonus would be 12%. The game showed 11.7%.
Spymaster Bonus = ((TargetProvinceDifference * 6) Rounded down) * SpymasterIntrigueSkill * 0.1
- SpymasterIntrigueSkill applies to a Spymaster using the "Study Technology" mission in a target foreign province.
- TargetProvinceDifference is the tech difference with the Spymaster's target province.
Note: If the difference in tech levels is only 0.1, you get no bonus from the spymaster.
Councillor Bonus = 0.05 * Councillor's appropriate attribute
- Councillor Bonus is 0.05 per skill point if the appropriate Councillor is using the Research Tech mission in the province.
Building Bonus = is the sum of the bonuses from buildings in the province:
- From cities: 0.3 for each level of University
- From temples: 0.1 and 0.2 for the first and second levels of School
- From hospitals: 0.25 for each of the Library and Pharmacology Laboratory
开局科技
不同地区和宗教组开局的科技水平各有不同,以反映中世纪时期从欧洲到中东文化繁荣和成就的不同水平。
在769开局,各地开始科技水平如下:
地区 | 军事 | 经济 | 文化 |
---|---|---|---|
撒哈拉以南非洲西部 | 0.1 | 0.1 | 0.1 |
非州西北部 | 0.5 | 1.1 | 1.1 |
北非 | 0.75 | 1.5 | 1.5 |
埃及 | 1.0 | 1.5 | 1.5 |
东非 | 0.45 | 0.3 | 0.6 |
东欧 | 0.2 | 0.25 | 0.15 |
斯堪的纳维亚 | 0.35 | 0.2 | 0.1 |
大草原 | 0.3 | 0.1 | 0.1 |
塔里木盆地 | 0.5 | 1.0 | 2.0 |
中国地区 | 1.25 | 1.1 | 2.0 |
蒙古 | 0.5 | 0.3 | 0.2 |
印度与西藏 | 0.5 | 1.0 | 2.0 |
西欧 | 0.5 | 0.85 | 1.0 |
意大利 | 0.75 | 1.0 | 1.0 |
不列颠与爱尔兰 | 0.5 | 0.70 | 0.75 |
伊比利亚南部 | 0.75 | 1.2 | 1.5 |
中东(不包括埃及) | 0.5 | 1.5 | 1.5 |
拜占庭 | 1.2 | 1.5 | 1.5 |
对于科技树中的某些科技,每个地区都会拥有各自不同等级。
后期开局时间
每个地区在1337年,也就是最后一个可玩剧本,都拥有事先设定的科技水平。而在这之间的时期,科技将取最早和最晚开始时间科技水平的加权平均数。
当前科技 = 最早开局科技 + (最晚开局科技 - 最早开局科技) * ((当前年份 - 769) / (1337 - 769))).
地区 | 军事 | 经济 | 文化 |
---|---|---|---|
撒哈拉以南非洲西部 | 3.5 | 3.5 | 3.5 |
非州西北部 | 4.0 | 4.0 | 4.0 |
北非 | 4.0 | 4.0 | 4.0 |
埃及 | 4.5 | 4.5 | 4.5 |
东非 | 3.5 | 3.5 | 3.5 |
东欧 | 3.5 | 3.5 | 3.5 |
斯堪的纳维亚 | 3.5 | 3.5 | 3.5 |
大草原 | 3.5 | 3.5 | 3.5 |
塔里木盆地 | 4.0 | 5.0 | 7.0 |
中国地区 | 4.5 | 5.5 | 7.0 |
蒙古 | 4.0 | 4.0 | 4.0 |
印度与西藏 | 4.0 | 5.0 | 7.0 |
西欧(包括整个西班牙) | 5.0 | 5.0 | 5.0 |
意大利 | 5.0 | 5.5 | 5.0 |
中东(不包括埃及) | 4.5 | 4.5 | 4.5 |
拜占庭 | 4.5 | 4.5 | 4.5 |
策略
关键科技
军事科技可以增强军队效能。
经济科技可以增强收入,并且建造建筑以扩充军队数量。
- 防御工事 II解锁城堡、城市以及神殿的第二级城墙的建设。第二级城墙是大多数军事建筑的前提条件。
- 贸易制度II 和III能迅速增加共和国贵人每个家族成员提供的贸易站上限。如果国土位于丝绸之路附近,这项科技也十分重要,因为可以控制数个可以建造贸易站的省份。
- 城市设施II和建筑III解锁城市的大学建筑和医院的翻译馆建筑,他们能够生成更多的经济科技点数。
文化科技通过解锁法律和增加好感来提高封臣管理。
- 法律化解锁新的法律.
- 帝国管理制需要君权V科技。(如果DLC未激活,还同时需要法律化V解锁的绝对王权法律。)
领地科技策略
征服一个合适的伯爵领并迁都于此。例如:罗马通常易攻难守,同时玩家不是扮演基督徒的话,要小心触发早期十字军。
安排内阁任务来把科技传播到你的首都。 邀请优质的廷臣,把间谍总管排到科技水平高的地方。也可以考虑让其他廷臣执行“研究XX科技”的任务,特别是与间谍总管一起行动,加成可以叠加。
将经济科技传播到领地的其他地方。科技可以从你的首都传播到其他地方,方式可以通过贸易区,广布的直辖领,以及内阁任务。
拥有许多公爵级别的封臣,因为伯爵级别封臣并不生成科技点数。在拥有总督制的情况下,虽然好感和年龄通常是更重要的考虑因素,玩家也可以选择高财政和高学识的角色作为公国总督。
如果扮演穆斯林,请忽视神权义务科技,因为穆斯林国家不并没有神权角色。
请记住:游牧制国家不会生成科技点数。
科技点数策略
获取可以增加多重属性的特质,比如、以及。参见教育以及生活重心.
继承科技点数。安排统治者的继承人在继承大统之前统治一个公国(特别是在执行选举继承法或者开放选举法时效果最佳)。反之,如果一个公爵封臣去世时没有继承人,领主则会连同头衔和财富一起继承科技点数。
让特殊的封臣在领主的首都花费他们的科技点数。玩家科技将首都授予普世牧首或者一个通常未拥有任何伯爵领的骑士团团长,然后在一年后篡夺此伯爵领(如果玩家统治拜占庭帝国或者重建后的罗马帝国,可以通过决议重新获得君士坦丁堡或者罗马)。
集中科技点数用于新科技,因为其他科技玩家会逐渐免费获得。玩家若要查勘科技传播率,可以将鼠标停留在科技面板(F5)上的齿轮图标上查看,或者将鼠标停留在在省份界面的三个图标上。