游牧制首都:修订间差异

本页面所适用的版本可能已经过时,最后更新于2.8
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!rowspan=4| Riding Contests
!rowspan=4| 马术大赛
| {{iconify|Heavy cavalry}} 进攻
| {{iconify|Heavy cavalry}} 进攻
|rowspan=2| +4%
|rowspan=2| +4%
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| {{iconify|Light cavalry}} 进攻
| {{iconify|Light cavalry}} 进攻
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| Global movement speed
| 全局移动速度
| +2%
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| +2%
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!rowspan=3| Airag Producer
!rowspan=3| 挏马官
| Land morale
| Land morale
| +2%
| +2%
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|rowspan=3|Horse Breeder (e.g. lvl 2 Airag Producer requires lvl 2 Horse Breeder)
|rowspan=3|Horse Breeder (e.g. lvl 2 Airag Producer requires lvl 2 Horse Breeder)
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| {{iconify|Population}} growth
| {{iconify|Population}} 人口增长
| +2%
| +2%
| +2%
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| 科技要求
| 科技要求
|colspan="2"|Town Infrastructure 1
|colspan="2"| 城市设施 I
|colspan="2"|Town Infrastructure 2
|colspan="2"| 城市设施 II
|Town Infrastructure 3
| 城市设施 III
|Town Infrastructure 4
| 城市设施 IV
|Town Infrastructure 5
| 城市设施 V
|Town Infrastructure 6
| 城市设施 VI
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!rowspan=3| Cattle Pens
!rowspan=3| Cattle Pens
| {{iconify|Population}} growth
| {{iconify|Population}} 人口增长
| +1%
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| +1%
| +1%
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|colspan="2"|Town Infrastructure 1
|colspan="2"| 城市设施 I
|colspan="2"|Town Infrastructure 2
|colspan="2"| 城市设施 II
|colspan="2"|Town Infrastructure 3
|colspan="2"| 城市设施 III
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|Town Infrastructure 1
| 城市设施 I
|colspan="2"|Town Infrastructure 2
|colspan="2"| 城市设施 II
|Town Infrastructure 3
| 城市设施 III
|colspan="2"|Town Infrastructure 4
|colspan="2"| 城市设施 IV
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| '''-20%'''
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| Global movement speed
| 全局移动速度
| +2.5%
| +2.5%
| +2.5%
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| 科技要求
| 科技要求
|colspan="2"|Town Infrastructure 1
|colspan="2"| 城市设施 I
|colspan="2"|Town Infrastructure 2
|colspan="2"| 城市设施 II
|colspan="2"|Town Infrastructure 3
|colspan="2"| 城市设施 III
|Town Infrastructure 4
| 城市设施 IV
|Town Infrastructure 5
| 城市设施 V
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|colspan="2"|Town Infrastructure 1
|colspan="2"| 城市设施 I
|colspan="2"|Town Infrastructure 2
|colspan="2"| 城市设施 II
|colspan="2"|Town Infrastructure 3
|colspan="2"| 城市设施 III
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|colspan="2"|Town Infrastructure 1
|colspan="2"| 城市设施 I
|Town Infrastructure 2
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|Town Infrastructure 3
| 城市设施 III
|Town Infrastructure 4
| 城市设施 IV
|Town Infrastructure 5
| 城市设施 V
|Town Infrastructure 6
| 城市设施 VI
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| 科技要求
| 科技要求
|Town Infrastructure 1
| 城市设施 I
|colspan="2"|Town Infrastructure 2
|colspan="2"| 城市设施 II
|Town Infrastructure 3
| 城市设施 III
|colspan="2"|Town Infrastructure 4
|colspan="2"| 城市设施 IV
|Town Infrastructure 5
| 城市设施 V
|Town Infrastructure 6
| 城市设施 VI
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!rowspan=3| Shrine
!rowspan=3| Shrine
| {{iconify|Population}} growth
| {{iconify|Population}} 人口增长
| +3%
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! rowspan=2|Fishing Village
! rowspan=2| 渔村
| {{iconify|Population}} growth
| {{iconify|Population}} 人口增长
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|colspan="2"|Town Infrastructure 1
|colspan="2"| 城市设施 I
|colspan="2"|Town Infrastructure 2
|colspan="2"| 城市设施 II
|colspan="2"|Town Infrastructure 3
|colspan="2"| 城市设施 III
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|colspan="2"|Town Infrastructure 1
|colspan="2"| 城市设施 I
|colspan="2"|Town Infrastructure 2
|colspan="2"| 城市设施 II
|Town Infrastructure 3
| 城市设施 III
|Town Infrastructure 4
| 城市设施 IV
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2019年3月14日 (四) 19:44的版本


A nomadic capital holding

Nomadic capitals are the only settlements allowed for nomad khagans and khans. Every nomadic ruler can only have one nomadic capital. The nomadic capital is destroyed if the clan becomes unlanded.

A nomadic capital does not directly provide taxes or levies. Instead, it has buildings which can increase Population.png growth, maximum Population and nomadic tax, among others. For the nomad's military, the capital has buildings which increase morale, defence and offense of unit types, supply limit and movement speed, among others.

When a nomad moves his capital, all buildings are transported to the new location, although some may become inactive (such as the fishing village and harbor in a landlocked province). Technology levels are also brought along to the new nomadic capital.

Just like a patrician's family palace, fully upgrading the nomadic capital is a multi-generational affair. However, construction duration can be reduced via the steward's "Oversee Construction" job.

基础数据

属性
Icon wealth.png 收入 0
Fort level.png 要塞等级 1
Levy.png 征召兵

建筑

每种建筑各有8级,且所有建筑的效果是累加的。

建筑 修正 1级 2级 3级 4级 5级 6级 7级 8级 总加成 要求
马匹饲养员 Heavy cavalry.png 重骑兵防御 +3% +3% +4% +5% +5% +5% +5% +5% +35%
Light cavalry.png 轻骑兵防御
Horse archers.png 弓骑兵防御
科技要求 城堡设施 I 城堡设施 II 城堡设施 III
马术大赛 Heavy cavalry.png 进攻 +4% +4% +4% +5% +5% +5% +6% +6% +39%
Light cavalry.png 进攻
全局移动速度 +2% +2% +3% +3% +4% +5% +5% +6% +30%
科技要求 城堡设施 I 城堡设施 II 城堡设施 III 城堡设施 IV 城堡设施 V
挏马官 Land morale +2% +2% +3% +4% +4% +5% +5% +10% +35% Horse Breeder (e.g. lvl 2 Airag Producer requires lvl 2 Horse Breeder)
Population.png 人口增长 +2% +2% +3% +3% +5% +5% +10% +10% +40%
科技要求 城市设施 I 城市设施 II 城市设施 III 城市设施 IV 城市设施 V 城市设施 VI
Cattle Pens Population.png 人口增长 +1% +1% +1% +2% +2% +2% +2% +3% +14%
Nomad tax +1% +1% +1% +2% +2% +2% +2% +3% +14%
科技要求 城市设施 I 城市设施 II 城市设施 III
Ox & Wagon Max Population.png +2000 +2000 +2250 +2500 +3000 +3500 +4000 +5000 +24,250 Cattle Pens of the same level
Global supply limit +2% +2% +2% +3% +3% +3% +4% +6% +25%
Move capital months -5% -5% -6% -6% -6% -7% -7% -8% -50%
科技要求 城市设施 I 城市设施 II 城市设施 III 城市设施 IV
Meat Preserver Global supply limit +5% +5% +5% +5% +5% +5% +5% +5% +40%
Horde maintenance cost -4% -3% -3% -2% -2% -2% -2% -2% -20%
全局移动速度 +2.5% +2.5% +2.5% +2.5% +2.5% +2.5% +2.5% +2.5% +20%
科技要求 城市设施 I 城市设施 II 城市设施 III 城市设施 IV 城市设施 V
Sheep Nomad tax +4% +4% +4% +4% +4% +5% +5% +5% +35%
科技要求 城市设施 I 城市设施 II 城市设施 III
Felt Crafter Winter supply +40% +40% +40% +40% +40% +40% +40% +40% +320% Sheep of the same level
Nomad tax +4% +4% +4% +4% +4% +5% +5% +5% +35%
科技要求 城市设施 I 城市设施 II 城市设施 III 城市设施 IV 城市设施 V 城市设施 VI
Conversion to tribal Market Village Market Town Market City Large Market City
Ger Crafter Max Population.png +3% +3% +4% +4% +4% +5% +6% +6% +35% Felt Crafter of the same level
科技要求 城市设施 I 城市设施 II 城市设施 III 城市设施 IV 城市设施 V 城市设施 VI
Wrestling Land morale +3% +3% +3% +3% +4% +4% +4% +4% +28%
科技要求 城堡设施 I 城堡设施 II 城堡设施 III 城堡设施 IV 城堡设施 V 城堡设施 VI
Shrine Population.png 人口增长 +3% +3% +3% +3% +3% +3% +3% +3% +24%
Liege Piety.png +3% +3% +4% +4% +4% +4% +5% +5% +32%
科技要求 Church Infrastructure 1 Church Infrastructure 2 Church Infrastructure 3 Church Infrastructure 4 Church Infrastructure 5
Hunting Parties Horse archers.png 进攻 +4% +4% +4% +5% +5% +5% +6% +6% +39%
科技要求 城堡设施 I 城堡设施 II 城堡设施 III
Yam Economy Economy.png techpoints +4% +4% +4% +4% +4% +4% +5% +5% +34%
科技要求 growth +5% +5% +5% +5% +5% +5% +5% +5% +40%
Max tradeposts +1 +1 +1 +1 +4
科技要求 Trade Practice 1 Trade Practice 2 Trade Practice 3 Trade Practice 4
Baghatur Council Military Military.png techpoints +3% +3% +3% +3% +4% +4% +4% +4% +28%
Land morale +2% +2% +2% +2% +2% +2% +3% +3% +18%
CommanderStatus commanding.png limit +1 +1 +1 +1 +4
科技要求 Improved Keeps 1 Improved Keeps 2 Improved Keeps 3 Improved Keeps 4 Improved Keeps 5 Improved Keeps 6
Harbor Nomad tax +2% +2% +2% +2% +3% +3% +3% +4% +21% Capital has a port (borders Sea/Ocean).
科技要求 Shipbuilding 1 Shipbuilding 2 Shipbuilding 3 Shipbuilding 4 Shipbuilding 5 Shipbuilding 6 Shipbuilding 7
Conversion to tribal Shipbuilder I Shipbuilder II Shipbuilder III Shipbuilder IV
渔村 Population.png 人口增长 +1% +1% +1% +2% +2% +2% +3% +3% +15% Capital has a port or borders a lake or major river
科技要求 城市设施 I 城市设施 II 城市设施 III
Composite Bow Archers.png 进攻 +10% +10% +10% +10% +10% +10% +10% +10% +80%
Horse archers.png 进攻
科技要求 城堡设施 I 城堡设施 II 城堡设施 III 城堡设施 IV 城堡设施 V 城堡设施 VI 城堡设施 VII
Lamellar Armor Crafter All units 防御 +5% +5% +6% +7% +8% +9% +10% +10% +60%
科技要求 城堡设施 I 城堡设施 II 城堡设施 III 城堡设施 IV 城堡设施 V 城堡设施 VI
Minority Shrines Culture techpoints Culture.png +4% +4% +4% +4% +4% +4% +5% +5% +34%
科技要求 Church Infrastructure 1 Church Infrastructure 2 Church Infrastructure 3 Church Infrastructure 4 Church Infrastructure 5
Clan Gathering Hall Clan sentiment +2 +2 +2 +2 +2 +3 +3 +3 +19
科技要求 城市设施 I 城市设施 II 城市设施 III 城市设施 IV
Minter Global trade route wealth +2 +3 +3 +3 +4 +5 +7 +9 +36 Capital has a trade post
Global trade route value +0.5 +0.5 +0.5 +0.5 +1 +1 +2 +2 +8
Global trade value +5 +8 +8 +10 +12 +14 +20 +30 +107
科技要求 Trade Practice 1 Trade Practice 2 Trade Practice 3 Trade Practice 4 Trade Practice 5 Trade Practice 6
Camp Fortifications Fort level.png +3% +3% +4% +5% +5% +5% +8% +12% +45%
Garrison.png +6% +6% +8% +8% +13% +13% +18% +18% +90%
科技要求 Improved Keeps 1 Improved Keeps 2 Improved Keeps 3 Improved Keeps 4 Improved Keeps 5
Conversion to tribal Earth Hillfort Wooden Hillfort Reinforced Hillfort Stone Hillfort
Camel Breeder Camel cavalry.png 进攻 +10% +10% +10% +30% Capital on desert
Camel cavalry.png 防御 +10% +10% +10% +10% +10% +10% +10% +10% +80%
科技要求 城堡设施 I 城堡设施 II 城堡设施 III 城堡设施 IV 城堡设施 V 城堡设施 VI
Elephant Camp War elephants.png 进攻 +10% +10% +10% +30% Capital on jungle
War elephants.png 防御 +10% +10% +10% +10% +10% +10% +10% +10% +80%
科技要求 城堡设施 I 城堡设施 II 城堡设施 III 城堡设施 IV 城堡设施 V 城堡设施 VI
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