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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 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 | 值 | |
---|---|---|
收入 | 0 | |
要塞等级 | 1 | |
征召兵 | 无 |
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 | 重骑兵防御 | +3% | +3% | +4% | +5% | +5% | +5% | +5% | +5% | +35% | |
轻骑兵防御 | |||||||||||
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 | 重骑兵进攻 | +4% | +4% | +4% | +5% | +5% | +5% | +6% | +6% | +39% | |
轻骑兵进攻 | |||||||||||
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 | 陆军士气 | +2% | +2% | +3% | +4% | +4% | +5% | +5% | +10% | +35% | 拥有相同等级的马匹饲养员 |
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 | |||||
牛栏 | 人口增长 | +1% | +1% | +1% | +2% | +2% | +2% | +2% | +3% | +14% | |
游牧税 | +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 | ||||||||
牛车 | 最大 人口 | +2000 | +2000 | +2250 | +2500 | +3000 | +3500 | +4000 | +5000 | +24,250 | 拥有相同等级的牛栏 |
全局补给上限 | +2% | +2% | +2% | +3% | +3% | +3% | +4% | +6% | +25% | ||
移动首都间隔月数 | -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 | |||||||
干肉仓 | 全局补给上限 | +5% | +5% | +5% | +5% | +5% | +5% | +5% | +5% | +40% | |
游牧军维护费 | -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 | ||||||
羊 | 游牧税 | +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 | ||||||||
皮匠 | 全局冬季补给 | +0.4 | +0.4 | +0.4 | +0.4 | +0.4 | +0.4 | +0.4 | +0.4 | +3.2 | 拥有相同等级的羊 |
游牧税 | +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 | |||||
转换为部落 | 市场村落 | 市场城镇 | 市场城市 | 大型市场城市 | |||||||
毡帐匠 | 最大 人口 | +3% | +3% | +4% | +4% | +4% | +5% | +6% | +6% | +35% | 拥有同等级的皮匠 |
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 | |||||
摔跤 | 陆军士气 | +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 | |||||
神社 | 人口增长 | +3% | +3% | +3% | +3% | +3% | +3% | +3% | +3% | +24% | |
Liege | +3% | +3% | +4% | +4% | +4% | +4% | +5% | +5% | +32% | ||
科技要求 | 教堂设施 I | 教堂设施 II | 教堂设施 III | 教堂设施 IV | 教堂设施 V | ||||||
狩猎队 | 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 | ||||||||
驿站 | 经济科技点 | +4% | +4% | +4% | +4% | +4% | +4% | +5% | +5% | +34% | |
科技发展速率 | +5% | +5% | +5% | +5% | +5% | +5% | +5% | +5% | +40% | ||
贸易战上限 | +1 | +1 | +1 | +1 | +4 | ||||||
科技要求 | 贸易制度 I | 贸易制度 II | 贸易制度 III | 贸易制度 IV | |||||||
把阿秃儿理事会 | 军事科技点 | +3% | +3% | +3% | +3% | +4% | +4% | +4% | +4% | +28% | |
陆军士气 | +2% | +2% | +2% | +2% | +2% | +2% | +3% | +3% | +18% | ||
指挥官上限 | +1 | +1 | +1 | +1 | +4 | ||||||
科技要求 | 防御工事 I | 防御工事 II | 防御工事 III | 防御工事 IV | 防御工事 V | 防御工事 VI | |||||
港口 | 游牧税 | +2% | +2% | +2% | +2% | +3% | +3% | +3% | +4% | +21% | 首都有港口(与海洋相邻) |
科技要求 | 造船术 I | 造船术 II | 造船术 III | 造船术 IV | 造船术 V | 造船术 VI | 造船术 VII | ||||
转换为部落 | 造船厂 I | 造船厂 II | 造船厂 III | 造船厂 IV | |||||||
渔村 | 人口增长 | +1% | +1% | +1% | +2% | +2% | +2% | +3% | +3% | +15% | 首都有港口或与湖或大河相邻 |
科技要求 | 城市设施 I | 城市设施 II | 城市设施 III | ||||||||
复合弓 | 弓箭手进攻 | +10% | +10% | +10% | +10% | +10% | +10% | +10% | +10% | +80% | |
弓骑兵进攻 | |||||||||||
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 | ||||
札甲匠 | 所有单位防御 | +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 | |||||
异教神龛 | 文化科技点 | +4% | +4% | +4% | +4% | +4% | +4% | +5% | +5% | +34% | |
科技要求 | 教堂设施 I | 教堂设施 II | 教堂设施 III | 教堂设施 IV | 教堂设施 V | ||||||
部族会帐 | 部族观感 | +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 | |||||||
铸币匠 | 全局贸易路线财富 | +2 | +3 | +3 | +3 | +4 | +5 | +7 | +9 | +36 | 首都省份有贸易站 |
全局贸易额 | +0.5 | +0.5 | +0.5 | +0.5 | +1 | +1 | +2 | +2 | +8 | ||
全局贸易价值 | +5 | +8 | +8 | +10 | +12 | +14 | +20 | +30 | +107 | ||
科技要求 | 贸易制度 I | 贸易制度 II | 贸易制度 III | 贸易制度 IV | 贸易制度 V | 贸易制度 VI | |||||
营堡 | 要塞等级 | +3% | +3% | +4% | +5% | +5% | +5% | +8% | +12% | +45% | |
守备部队 | +6% | +6% | +8% | +8% | +13% | +13% | +18% | +18% | +90% | ||
科技要求 | 防御工事 I | 防御工事 II | 防御工事 III | 防御工事 IV | 防御工事 V | ||||||
转换为部落 | 土垣山堡 | 木墙山堡 | 加固木墙山堡 | 石墙山堡 | |||||||
骆驼饲养员 | 骆驼兵进攻 | +10% | +10% | +10% | +30% | 首都位于沙漠 | |||||
骆驼兵防御 | +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 | |||||
象营 | 战象进攻 | +10% | +10% | +10% | +30% | 首都位于丛林 | |||||
战象防御 | +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 |