神殿:修订间差异

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[[File:Temple.jpg|right|frame|A temple holding]]
[[File:Temple.jpg|right|frame|A temple holding]]
{{N|神殿|Temple}} are the generic name for religious [[holdings]] in a county. They are one of four major settlement types, the other three being [[castles]], [[cities]] and [[tribes]]. [[Christianity|Christian]] temples are called '''bishoprics''', [[Muslim]] temples are called '''mosques''', [[Zoroastrian]] temples are called '''vahrams''', [[Hindu]] and [[Jain]] temples are called '''mandirs''', while Buddhist temples are called '''viharas'''. Temples are the only holding type which all playable government types can build. 
{{N|神殿|Temple}} are the generic name for religious [[holdings]] in a county. They are one of four major settlement types, the other three being [[castles]], [[cities]] and [[tribes]]. [[Christianity|Christian]] temples are called '''bishoprics''', [[Muslim]] temples are called '''mosques''', [[Zoroastrian]] temples are called '''vahrams''', [[Hindu]] and [[Jain]] temples are called '''mandirs''', while Buddhist temples are called '''viharas'''. Temples are the only holding type which all playable government types can build. 

2019年3月2日 (六) 21:47的版本

A temple holding

神殿(英文:Temple) are the generic name for religious holdings in a county. They are one of four major settlement types, the other three being castles, cities and tribes. Christian temples are called bishoprics, Muslim temples are called mosques, Zoroastrian temples are called vahrams, Hindu and Jain temples are called mandirs, while Buddhist temples are called viharas. Temples are the only holding type which all playable government types can build.

Temples are normally associated with Theocratic government. An exception is made for rulers of Iqta and Monastic Feudal realms, which allows for both castles and temples to be held without penalty; they gain monthly piety for each temple holding in their demesne.

Clergy of most religions are disqualified from succession. This can be useful for managing gavelkind succession, especially for Catholics, who have frequent opportunities to invest bishops. Temple holders are otherwise normally appointed through open elective succession.

Granting a temple to a courtier of your religion gives 25 piety. This often happens after holy wars. You still get the piety if you right-click the temple to generate a random vassal. Hindu characters must be of the Brahmin.png caste to be granted temples.

Holy sites that lack a temple only give +5% to the religion's moral authority. Constructing a temple boosts this to 10%. An additional +5% is awarded if the religion's head personally holds a temple in one of the religion's holy sites; this bonus does not stack. Constructing a temple in any province also gives +1% to moral authority for 20 years.

Buildings are functionally identical across religions even though their names vary. Note that building upgrades stack.

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 8
Fort level.png 要塞等级 0
Levy.png 征召兵
轻步兵 弓箭手 船
45 40 2

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。

价格 建造时间(天) 效果 要求 科技要求
神殿防御工事 I 50 Icon wealth.png 182 +0.5要塞等级 神殿墙垣 I
神殿防御工事 II 50 Icon wealth.png 182 +0.5要塞等级 神殿墙垣 II
神殿防御工事 I
防御工事 I
神殿防御工事 III 50 Icon wealth.png 182 +0.5要塞等级 神殿防御工事 II 防御工事 III
神殿防御工事 IV 100 Icon wealth.png 365 +1要塞等级 神殿防御工事 III 防御工事 V
神殿防御工事 V 100 Icon wealth.png 365 +1要塞等级 神殿防御工事 IV 防御工事 VII

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。

价格 建造时间(天) 效果 要求 科技要求
神殿墙垣 I 50 Icon wealth.png 365 +0.5要塞等级
+2.5%征召兵规模
+0.2 Icon wealth.png 年收入
神殿墙垣 II 50 Icon wealth.png 547 +0.5要塞等级
+2.5%征召兵规模
+0.2 Icon wealth.png 年收入
神殿墙垣 I 防御工事 II
神殿墙垣 III 100 Icon wealth.png 730 +1要塞等级
+5%征召兵规模
+0.2 Icon wealth.png 年收入
神殿墙垣 II 防御工事 IV
神殿墙垣 IV 100 Icon wealth.png 1095 +1要塞等级
+5%征召兵规模
+0.2 Icon wealth.png 年收入
神殿墙垣 III 防御工事 VI
神殿墙垣 V 150 Icon wealth.png 1460 +1.5要塞等级
+7.5%征召兵规模
+0.5 Icon wealth.png 年收入
神殿墙垣 IV 防御工事 VIII

Churches and Cathedrals

Chuches are the center of the Temple holding and increase percentage-wise the number of levy and garrison troops available. They also provide piety to the liege, and holder if Muslim.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church I 150 547 +5% levy size
+5% garrison size
+0.05 liege piety
Church II 200 730 +7.5% levy size
+10% garrison size
+0.05 liege piety
Church Walls I
Church I
Church III 300 1095 +10% levy size
+15% garrison size
+0.05 liege piety
Church II Church Infrastructure II
Cathedral I 400 1460 +12.5% levy size
+20% garrison size
+0.05 liege piety
Church III Church Infrastructure IV
Cathedral II 500 2190 +15% levy size
+25% garrison size
+0.05 liege piety
Cathedral I Church Infrastructure VI
Cathedral III 500 2190 +15% levy size
+25% garrison size
+0.05 liege piety
Cathedral II Church Infrastructure VIII

Militia Quarters

Militia Quarters increase the raw number of light infantry and archers available. These two troop types 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
Militia Quarters I 100 365 +60 light infantry
+30 archers
Militia Quarters II 120 547 +65 light infantry
+45 archers
Church Walls I
Militia Quarters I
Militia Quarters III 200 730 +70 light infantry
+60 archers
Militia Quarters II Church Infrastructure I
Militia Quarters IV 300 1095 +75 light infantry
+75 archers
Militia Quarters III Church Infrastructure III
Militia Quarters V 400 2190 +85 light infantry
+85 archers
Militia Quarters IV Church Infrastructure V
Militia Quarters VI 500 2190 +95 light infantry
+95 archers
Militia Quarters V Church Infrastructure VII

Barracks

Church Barracks provide heavy infantry, which are heavy hitters and important in the melee phase of battles.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Barracks I 100 365 +45 heavy infantry
Barracks II 120 730 +55 heavy infantry Church Walls I
Barracks I
Barracks III 200 730 +65 heavy infantry Church Walls II
Barracks II
Church Infrastructure II
Barracks IV 300 1095 +75 heavy infantry Barracks III Church Infrastructure IV
Barracks V 400 2190 +85 heavy infantry Barracks IV Church Infrastructure VI
Barracks VI 500 2190 +95 heavy infantry Barracks V Church Infrastructure VIII

Towns

Church towns increase the income of the holding.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church Town I 100 365 +2 income
Church Town II 120 547 +2 income Church Town I
Church Walls I
Church Town III 200 730 +2 income Church Town II
Church Walls II
Church Infrastructure I
Church Town IV 300 1095 +2 income Church Town III Church Infrastructure III
Church Town V 400 2190 +2 income Church Town IV Church Infrastructure V
Church Town VI 500 2190 +2 income Church Town V Church Infrastructure VII

Temple Shipyards

Temple shipyards are buildings that can only be built in coastal provinces; they provide galleys that can be used to transport troops.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Temple Shipyard I 100 365 +4 galleys Shipbuilding I Only available in coastal holdings
Temple Shipyard II 100 730 +5 galleys Temple Shipyard I Shipbuilding II Only available in coastal holdings
Temple Shipyard III 100 1095 +6 galleys Temple Shipyard II Shipbuilding III Only available in coastal holdings
Temple Shipyard IV 100 1460 +7 galleys Temple Shipyard III Shipbuilding IV Only available in coastal holdings

Schools

Schools are educational institutions that increase the rate of technological growth in the entire county. Names varies depending on religion.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Monastic School 120 547 +10% tech spread rate
+0.04 cultural tech points
+0.05 liege piety
Church Walls I Church Infrastructure III Bonus affects the entire county
Cathedral School 120 547 +20% tech spread rate
+0.04 cultural tech points
+0.05 liege piety
Monastic School
Church Walls II
Church Infrastructure VI Bonus affects the entire county

Monumental Shrines

This building chain is accessible when the owner or any liege of the temple has the Monumental (Carpenter) or Peaceful-Monumental bloodlines. See Bloodline#Forged_Bloodlines

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Monumental Shrines I 125 365 +1 income
+0.05 liege piety
Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines.
Monumental Shrines II 250 560 +1 income
+0.1 liege piety
Monumental Shrines I Church Infrastructure III Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines.
Monumental Shrines III 250 560 +1 income
+0.15 liege piety
Monumental Shrines II Church Infrastructure V Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines.
Monumental Shrines IV 250 560 +1 income
+0.25 liege piety
Monumental Shrines III Church Infrastructure VII Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines.
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