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神殿(英文:Temple)是省份内宗教地产的通用名,不同宗教的神殿名称不同。其是五种主要聚居地之一,另外四种是城堡、城市、部落和游牧制首都。神殿是唯一一种所有可玩政体都可以建造的地产类型。
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 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.
不同宗教对神殿的称呼
游戏中不同的宗教对神殿地产有不同的称呼,此表列出了截至3.0.1版本的称呼;当宗教组和宗教都有定义时以宗教定义的名称为准。
宗教(组) | 基督教 | 伊斯兰教 | 犹太教 | 原始宗教 | 马兹达教(祆教) | 印度教 | 耆那教 | 佛教 | 道教 | 德鲁兹派 | 雅兹迪派 | (改革)尊日神教 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
汉化名 | 主教区 | 清真寺 | 会堂 | 神庙 | 瓦赫兰 | 寺庙 | 耆那寺 | 佛寺 | 道观 | 哈勒瓦特 | 圣殿 | 太阳神庙 |
原文 | Bishopric | Mosque | Temple | Temple | Vahram | Mandir | Derasar | Vihara | Temple | Khalwat | Temple | Sun Temple |
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 | 值 | |||||||
---|---|---|---|---|---|---|---|---|
收入 | 8 | |||||||
要塞等级 | 0 | |||||||
征召兵 |
|
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。
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。
神殿和座堂
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 |
民兵军营
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 |
兵营
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 |
市镇
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 |
神殿造船厂
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 |
学校
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 |
纪念神龛
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. |