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部落(英文:Tribe)是部落制统治者的首选聚居地类型。每个省份至多只能有一个部落,但省份内每一个空槽位都会为其提供+50%收入和征召兵规模。大部分政体(除了游牧制)允许无惩罚持有相同文化的部落地产。如果游牧统治者定居为了部落,其所有游牧省份都会获得一个部落地产,且依旧由之前的领主统治。
在游戏开局时,部落往往是部落省份唯一的地产。随着游戏的进行,富有的部落制统治者可能会建造神殿。
Tribal rulers can construct tribes in provinces without them, e.g. after conquering land from a feudal realm. The cost is 25 prestige per empty slot in the province, and they only take a year to build.
A tribe can be upgraded to another settlement type in two ways. When a a tribal ruler adopts feudalism or founds a merchant republic, all of their demesne tribes are upgraded. Rulers who already have a modern government can upgrade tribes in provinces that share their religion. Tribes can also be destroyed by pillaging nomads or by a settled ruler who chooses to build another settlement in the same slot.
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 | 0.5 | |||||||
要塞等级 | 1 | |||||||
征召兵 |
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Buildings
Unlike standard holdings, most buildings in a tribal holding cost Prestige instead of Wealth. The exceptions are hillforts, markets and fortifications.
Hillfort
Hillfort | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Earth Hillfort | 37.5 gold | 365 days | +0.25 fort level +5% levy size +100 retinue size |
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Wooden Hillfort | 75 gold | 365 days | +0.25 fort level +5% levy size |
Earth Hillfort | Converts to City Walls I (if holding converted to city) | |
Reinforced Hillfort | 112.5 gold | 365 days | +0.25 fort level +5% levy size |
Wooden Hillfort | Castle Infrastructure I | |
Stone Hillfort | 150 gold | 365 days | +0.25 fort level +5% levy size |
Reinforced Hillfort | Castle Infrastructure I |
Converts to City Walls II (if holding converted to city) |
Market
Market | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Market Village | 37.5 gold | 365 days | +0.5 income +20 retinue size |
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Market Town | 75 gold | 365 days | +0.5 income | Market Village | Converts to Castle Town I (if holding converted to castle) | |
Market City | 112.5 gold | 365 days | +0.5 income | Market Town | Town Infrastructure I | |
Large Market City | 150 gold | 365 days | +0.5 income | Market City | Town Infrastructure I | Converts to Castle Town II (if holding converted to castle) Allows changing holding to city |
Shipbuilder
Shipyards can only be built in coastal provinces.
Shipbuilder | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Shipbuilder I | 100 prestige | 365 days | +6 galleys | Shipbuilding I | Converts to Castle Shipyard I / City Shipyard I | |
Shipbuilder II | 200 prestige | 730 days | +7 galleys | Shipbuilder I | Shipbuilding II | Converts to Castle Shipyard II / City Shipyard II |
Shipbuilder III | 300 prestige | 1095 days | +8 galleys | Shipbuilder II | Shipbuilding III | Converts to Castle Shipyard III / City Shipyard III |
Shipbuilder IV | 400 prestige | 1460 days | +9 galleys | Shipbuilder III | Shipbuilding IV | Converts to Castle Shipyard IV / City Shipyard IV |
Training Grounds
Training Grounds | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Training Grounds I | 100 prestige | 365 days | +2.5% levy size +2.5% garrison size |
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Training Grounds II | 200 prestige | 547 days | +5% levy size +5% garrison size |
Training Grounds I | Upgrades to Keep I / (City) Training Grounds I |
Training Grounds III | 300 prestige | 730 days | +7.5% levy size +7.5% garrison size |
Training Grounds II | |
Training Grounds IV | 400 prestige | 1095 days | +10% levy size +10% garrison size |
Training Grounds III | Upgrades to Keep II / (City) Training Grounds II |
War Camp
War Camp | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
War Camp I | 100 prestige | 365 days | +40 light infantry | ||
War Camp II | 200 prestige | 547 days | +40 light infantry | War Camp I | Converts to Barracks I / Mustering Ground I |
War Camp III | 300 prestige | 730 days | +40 light infantry | War Camp II | |
War Camp IV | 400 prestige | 1095 days | +40 light infantry | War Camp III | Converts to Barracks II / Mustering Ground II |
Practice Range
Practice Range | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Practice Range I | 100 prestige | 365 days | +15 archers | ||
Practice Range II | 200 prestige | 547 days | +15 archers | Practice Range I | Converts to Militia Training Grounds I / City Barracks I |
Practice Range III | 300 prestige | 730 days | +15 archers | Practice Range II | |
Practice Range IV | 400 prestige | 1095 days | +15 archers | Practice Range III | Converts to Militia Training Grounds II / City Barracks II |
Steppe Barracks
Replaces the War camp for cultures from Altaic and Magyar culture groups in provinces with steppe terrain.
Barracks | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Barracks I | 100 prestige | 365 days | +12 archers +10 light cavalry |
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Barracks II | 200 prestige | 547 days | +12 archers +10 light cavalry |
Barracks I | Converts to Steppe Barracks I / Guard I |
Barracks III | 300 prestige | 730 days | +12 archers +10 light cavalry |
Barracks II | |
Barracks IV | 400 prestige | 1095 days | +12 archers +10 light cavalry |
Barracks III | Converts to Steppe Barracks II / Guard II |
Stables
Replaces the Practice Range for cultures from Altaic and Magyar culture groups in provinces with steppe terrain.
Stable | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Stables I | 100 prestige | 365 days | +12 light cavalry +5 horse archers |
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Stables II | 200 prestige | 547 days | +12 light cavalry +5 horse archers |
Stables I | Converts to Steppe Stables I / Barracks I |
Stables III | 300 prestige | 730 days | +12 light cavalry +5 horse archers |
Stables II | |
Stable IV | 400 prestige | 1095 days | +12 light cavalry +5 horse archers |
Stables III | Converts to Steppe Stables II / Barracks II |
Weaponsmith
Weaponsmith | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Weaponsmith I | 100 prestige | 365 days | +10% morale +10% reinforce rate +25 retinue size |
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Weaponsmith II | 200 prestige | 547 days | +10% morale +10% reinforce rate +20 retinue size |
Weaponsmith I | Converts to Training Grounds I / Arsenal I* |
Weaponsmith III | 300 prestige | 730 days | +10% morale +10% reinforce rate +15 retinue size |
Weaponsmith II | |
Weaponsmith IV | 400 prestige | 1095 days | +10% morale +10% reinforce rate +10 retinue size |
Weaponsmith III | Converts to Training Grounds II / Arsenal II* |
- Note: since an arsenal can only be built in the capital of a merchant republic, a weaponsmith will do nothing in a non-capital upgraded to a city.
Fortifications
These buildings may only be built by followers of a defensive pagan religion. They cost piety instead of prestige.
Fortification | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Wall and Ditch | 100 piety | 365 days | +0.2 fort level +15% garrison size +10 archers |
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Camouflaged Outposts | 200 piety | 547 days | +0.2 fort level +15% garrison size +10 archers |
Wall and Ditch | Converts to Castle Fortifications I/Town Fortifications I |
Layered Palisades | 300 piety | 730 days | +0.2 fort level +15% garrison size +10 archers |
Camouflaged Outposts | |
Stone Watchtowers | 400 piety | 1095 days | +0.2 fort level +15% garrison size +10 archers |
Layered Palisades | Converts to Castle Fortifications II/Town Fortifications II |