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发展度

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Development is a province attribute, which replaces the former system of static base tax and manpower. There are three kinds of development in a province - base tax, production, and manpower, corresponding to administrative, diplomatic and military power respectively. Players with the Common Sense DLC can increase province development values by using monarch power.

Base development

发展的效果

每一点发展度使省份获得效果:

Tax Base Icon.png 基税:

Regiment recruit speed.png −1% 本地陆军招募时间

Gold Icon.png +1 年度基础税收

Production.png 生产:

Local goods produced +0.2 本地贸易产品生产
Local shipbuilding time.png −1% 本地海军建造时间

Local manpower modifier.png 人力:

National garrison growth.png +1% 要塞守军恢复度

Manpower.png +250 最大人力

Irrespective of category, every point of development has the following effects on the individual province note only coastal provinces will experience sailor and naval force limit bonuses :

Possible number of buildings.png +0.1 本地可建筑数量上限
Supply limit modifier +2% 补给上限修正
Local missionary strength.png −0.1% 本地传教力量
Land forcelimit.png +0.1 陆军上限
Naval forcelimit.png +0.1 海军上限
Sailors.png +30 水手数量增长
Local trade power.png +0.2 本地贸易力量
Possible Manchu banners (local) +0.1 可招募的八旗军
  • Development cost.png+3% per point above 10 total development, goes up by 3 every 10 total development.
  • Province warscore cost.png+1% 省份战争分数花费
  • Overextension.png+1% 省份 过度扩张
  • Core-creation cost.png+10 省份 核心 花费
  • Diplomatic annexation cost+8 外加合并花费
  • Culture icon.png Increases the percentage of the local province culture in the player's nation.
  • Estate loyalty If the province belongs to an estate, the estate's loyalty will increase as if it had been granted a 1 development province.
  • Institutions.png Increases the institution presence in the province by (new development level/6). This is capped at +10% increase.
  • Institutions.png Most institution spread modifiers scale linearly with province development.

Development levels over 30 no longer contribute to higher coring and culture conversion costs. For each 10 levels of development, a province gets an additional building slot.

In addition, the nation gains Caravan power.png+1 caravan power for each 3 total development levels, up to 50.

提升省份发展度

Development cost tooltip.

Monarch points (Administrative power.png, Diplomatic power.png or Military power.png) can be used to increase base tax, production, and manpower values, respectively. A province's base tax, production or manpower cannot be increased if its value is already more than that of the other two combined (for example, if base tax is 3 and production/manpower 1 each, only an improvement of production or manpower is possible). In other words the cap for one development type is equal to the other 2 plus 1.

Base cost

The base cost for developing a province is 50 monarch points. Development efficiency from administrative technology affects the base cost by additional −10% at level 17, 23 and 27.

Development cost modifiers

The development cost modifiers influence how much it costs to develop a province. The cost to develop provinces increases by +3% per point above 10 total development. This modifier itself increases by 3 for every 10 total development. For example, a province upgrading from total development level 30 to 31 will have "Development: Development cost.png+99%" modifier.

All development cost modifiers are applied in an additive fashion.

Note that without ‘Common Sense’ DLC the modifiers are exchanged. (National) Development cost modifiers are replaced by a (national) goods produced modifier of the same amount with versed sign. Local development cost modifiers are replaced by tax income of a tenth with versed sign.

Stacking development cost modifiers

For developing a province to get an institution, it is recommended that the player choose to develop a province with multiple modifiers that stack. To be specific, to attain the maximal reduction in development cost, the player should choose to locate their capital in a province with a Centre of Trade, temperate climate, farmlands, and that produces cloth or cotton. The following provinces have this combination of modifiers: Antwerp, Baghdad, Constantinople, London, and Prague.

地形

地形 提升发展度花费修正
Farmlands terrain 农田 -5%
Grasslands terrain 平原 0%
Drylands terrain 旱地 +5%
Woods terrain 林地 +15%
Savannah terrain 荒原 +15%
Forest terrain 森林 +20%
Steppe terrain 草原 +20%
Highlands terrain 高地 +20%
Coastal Desert terrain 沿海沙漠 +25%
Coastline terrain 沿海地区 +25%
Hills terrain 丘陵 +25%
Marsh terrain 沼泽地 +25%
Desert terrain 沙漠 +35%
Jungle terrain 热带雨林 +35%
Mountain terrain 山地 +50%
Arctic terrain 冰原 +50%

气候

气候 提升发展度花费修正
温带 0%
Tropical 热带 +15%
Arid 干旱 +15%
Arctic 北极 +50%

Ideas and traditions

These modifiers lower the cost for developing a province. Without the Common Sense.png Common Sense DLC, development is not possible; these modifiers are replaced with a Goods produced modifier.png goods produced modifier of the same size.


Development cost.png 传统 理念 效果/野心 政策
−20%
  • Full Economy Focus
−10%
  • Colonial traditions
  • Garhwali traditions
  • Saxon traditions
  • Tuscan traditions
  • Ajuuraan idea 5: Hydraulic Empire
  • Andean idea 5: Monumental Ornaments
  • Ansbach idea 5: Protestant Exiles
  • Assamese idea 2: Wet Rice Cultivation
  • Chachapoyan idea 2: Legacy of Kuelap
  • Candarid idea 3: Ismail Bey Complex
  • Charruan idea 1: Hunter-Gatherer Ways
  • Dali idea 6: Rice Terraces
  • Date idea 7: Intensive Domain Development
  • Dithmarscher idea 5: Fortify the Coastline
  • Dutch idea 3: Polders
  • Finnish idea 4: Settle Middle Finland
  • Golden Horde idea 6: Populating the Steppes
  • Gutnish idea 1: Rebuild Visby
  • Hessian idea 4: Receive Religious Immigrants
  • Hormuz idea 6: Develop Qeshm and Hormuz
  • Hosokawa idea 7: Horeki Reform
  • Incan idea 2: Mitma Policy
  • Isshiki idea 7: Expand our Ports
  • Jaunpuri idea 4: Jaunpuri Architecture
  • Karamanid idea 5: Karamanid Architecture
  • Kuban idea 2: Children of Woot
  • Luban idea 5: Lukasa Boards
  • Mayan idea 2: Building Traditions
  • Milanese idea 3: Lowered Power of the Barons
  • Mogadishan idea 4: City of Mogadishu
  • Moravian idea 3: Cities of Moravia
  • Nanbu idea 7: Defeating the Famines
  • Neapolitan idea 3: Encourage City Living
  • Nizhny Novgorod idea 2: Crossroads Of Nations
  • Pattani idea 7: Canal Infrastructure
  • Polotskian idea 7: Forest of Europe
  • Rostov idea 1: Re-Unification of Rostov
  • Satake idea 6: Strong Central Rule
  • Semien idea 4: Builders and Artisans
  • Silesian idea 3: German Settlers
  • Swiss idea 4: Oasis of Peace and Prosperity
  • Zaporozhian idea 1: Fast Fort Builders
  • Bavarian ambition
  • Hausan ambition
  • Lan Na ambition
  • Mutapan ambition
  • Pegu ambition
  • Economic-Quantity: Agricultural Cultivation
−5%
  • Prussian idea 7: Religious Toleration

Note: The minimum cost is capped at 4 power per development.

Other modifiers

-5% in the capital province per 100 country development (up to -50%)
-20% if a University is built in the province
-10% for being Imperial Free City
-10% parliamentary issue "Land reform" is active
-10% if Burghers are at 60 influence and 60 loyalty (lower at less influence}}
-10% as Fetishist with Buddhism.png cult.
-10% with Encourage Development edict
-10% with Prosperity
-5% if the province is an "Important Center of Trade" or "Important Natural Harbor"
-5% if "Trading in Tropical Wood" is active
-10% in province producing cloth or cotton with Rights of Man
-5% for "Call for Reichsreform" in the Holy Roman Empire
-10% for activating the decree "Expand Palace Bureaucracy", available to the Emperor of China
-5% for "Organized through bishops" Protestant Aspect
-5% for adopting the Renaissance institution
-1% per 500 natives left alive in a colonized province
+0.1% per point of devastation
+50% for being a primitive nation
+50% for being a vassal, client state or march

AI behavior

AI generally will not develop provinces to more than original development * 2 or 10 development, whichever is biggest. These numbers can be changed in defines.[1]

The exception to this rule emerges when the AI develops one province for the purposes of institution spread, introduced in Patch 1.18. At this time the exact behaviour of the AI regarding this is not well understood. The AI does not develop provinces anywhere as efficiently as a human player may do so.[2]

References

  1. patch notes 1.15
  2. https://youtube.com/l7mE1JpjVlY
Gold Icon.png 经济
概括 建筑殖民贸易产品贸易节点贸易公司
殖民领发展度税收生产过度扩张厌战度
Province icon.png 省份机制
行政 首都核心文化宗教叛乱自治度省份列表
经济 发展度税收生产建筑人力水手