城市:修订间差异

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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]]



2019年3月13日 (三) 16:26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Icon wealth.png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 Vaishya.png 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
Icon wealth.png 收入 12
Fort level.png 要塞等级 0
Levy.png 征召兵
轻步兵 弓箭手
75 40

防御工事

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
地产 
聚居地 城堡城市神殿部落游牧制首都
特殊地产 家族宅邸贸易站堡垒医院
概念 首都/首府经济征召兵叛乱科技文化建筑奇观