贸易区:修订间差异

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[[File:Map trade zones.png|500px|thumb|right|The trade zone map in 1066 (with Silk Road from [[Horse Lords]]/ [[Jade Dragon]] DLC in yellow)]]
[[File:Map trade zones.png|500px|thumb|right|The trade zone map in 1066 (with Silk Road from [[Horse Lords]]/ [[Jade Dragon]] DLC in yellow)]]


[[File:Trade zone.png]] A '''trade zone''' is a contiguous set of provinces whose [[trade post]]s are controlled by the same [[patrician]] family. Silk Road trade posts (in this case, controlled by the same ruler) can form a trade zone as well.
[[File:Trade zone.png]] A '''trade zone''' is a contiguous set of provinces whose [[trade post]]s are owned by the same character. Trade zones give a bonus to [[demesne income|city income]] and trade post income. Trade zones scale super-linearly, such that it's better to have a single 6-province trade zone than two 3-province trade zones.


The value of the trade zone is based on the income and holdings in the provinces with trade posts. Trade zone value also receives a large bonus from being [https://www.reddit.com/r/CrusaderKings/comments/4o30ew/does_anyone_understand_the_connected_to_capital/d49cswi/ connected to the republic's capital]. Trade zones give a bonus to city income (not castle or temple income) and trade post income.
[[Patrician]] family trade zones can be viewed by clicking on the trade zone [[Keyboard_shortcuts#Map_modes|map mode]] ({{key press|G}}) and then clicking on a republic while holding down the Ctrl key.


==Contiguity==
For trade zone purposes, control of a sea province is determined by which family owns the most trade posts pointing into that sea province. If there is a tie, the sea zone is considered neutral: no family owns it, and no trade posts can be connected through it. If the sea zone is controlled by a family, all trade posts in adjoining land provinces are connected, regardless of port locations.
For trade zone purposes, control of a sea province is determined by which family owns the most trade posts pointing into that sea province. If there is a tie, the sea zone is considered neutral: no family owns it, and no trade posts can be connected through it. If the sea zone is controlled by a family, all trade posts in adjoining land provinces are connected, regardless of port locations.


Trade zones scale super-linearly, such that it's better to have a single 6-province trade zone than two 3-province trade zones.
==Trade value==
The value of the trade zone is based on the income and holdings in the provinces with trade posts. Trade zone value also receives a large bonus from being [https://www.reddit.com/r/CrusaderKings/comments/4o30ew/does_anyone_understand_the_connected_to_capital/d49cswi/ connected to the republic's capital]. Some buildings increase trade value as well.


Patrician family trade zones can be viewed by clicking on the trade zone map mode and then clicking on a republic while holding down the Ctrl key.
==Income bonus==


==Disease spread==
[[File:Trade value graph.png|300px|thumb|right|The trade zone bonus approaches +100% as the Trade Value approaches infinity.]]
With {{icon|trd}} ''Reaper's Due'' DLC, trade zones can help spread epidemics. Wealthy rulers should consider fortifying their trade zone provinces with upgraded hospitals.
 
Cities and trade posts within a trade zone receive a percentage bonus to their income depending on the trade value (TV) of the trade zone. Note that this bonus is halved for cities.


== Trade Zone Bonus ==
'''Trade Zone Bonus = (TV * 100) / (TV + 200)'''
Cities and trade posts within a trade zone receive a percentage bonus to their tax income depending on the trade value (TV) of the trade zone.  Increasing trade value provides diminishing returns as the bonus will approach 100% as the Trade Value approaches infinity.  Note that this bonus is halved for cities.


'''Trade Zone Bonus =  (TV * 100) / (TV + 200)<br>
==Disease spread==
With {{icon|trd}} ''Reaper's Due'' DLC, trade zones can help spread [[epidemic]]s. Wealthy rulers should consider fortifying their trade zone provinces with upgraded hospitals.


{{stub}}
==Technology spread==
[[Technology]] spreads unidirectionally from trade posts to the merchant republic capital.


[[Category:商业共和国]]
[[Category:商业共和国]]

2019年11月22日 (五) 11:18的版本


The trade zone map in 1066 (with Silk Road from Horse Lords/ Jade Dragon DLC in yellow)

Trade zone.png A trade zone is a contiguous set of provinces whose trade posts are owned by the same character. Trade zones give a bonus to city income and trade post income. Trade zones scale super-linearly, such that it's better to have a single 6-province trade zone than two 3-province trade zones.

Patrician family trade zones can be viewed by clicking on the trade zone map mode (G) and then clicking on a republic while holding down the Ctrl key.

Contiguity

For trade zone purposes, control of a sea province is determined by which family owns the most trade posts pointing into that sea province. If there is a tie, the sea zone is considered neutral: no family owns it, and no trade posts can be connected through it. If the sea zone is controlled by a family, all trade posts in adjoining land provinces are connected, regardless of port locations.

Trade value

The value of the trade zone is based on the income and holdings in the provinces with trade posts. Trade zone value also receives a large bonus from being connected to the republic's capital. Some buildings increase trade value as well.

Income bonus

The trade zone bonus approaches +100% as the Trade Value approaches infinity.

Cities and trade posts within a trade zone receive a percentage bonus to their income depending on the trade value (TV) of the trade zone. Note that this bonus is halved for cities.

Trade Zone Bonus = (TV * 100) / (TV + 200)

Disease spread

With DLC icon Reaper's Due.png Reaper's Due DLC, trade zones can help spread epidemics. Wealthy rulers should consider fortifying their trade zone provinces with upgraded hospitals.

Technology spread

Technology spreads unidirectionally from trade posts to the merchant republic capital.