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建筑

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建筑象征着一个省份的基础建设与发展,把金币投资在建筑上将可以在几百年间获得稳定的回报。

建筑槽位

新建建筑需要有空余的建筑槽位,部分建筑可随着科技提升。 升级建筑无需额外的建筑槽位,而是使用原有建筑的槽位。 一个城市最多能有12个建筑槽位,然而只存在11个可建筑种类[1].

The number of slots a province provides is mostly influenced by terrain and total development of the province[2]:

Possible number of buildings.png 条件
+2 基础
+1 省份地形是旱地
+1 省份地形是田地
+1 省份地形是草地
+1 省份有一所 Latin university.png 大学
+1 省份每有10点 Development.png 发展度
−1 省份是 Arctic 北极地带气候
−2 省份不是核心

Note: The University can be thought of as not occupying a slot. In case there are no available slots the University will in fact occupy the future slot it is supposed to provide (prior to 1.15版本 the player would have had to remove a building, build the University, and then rebuild the original building).

例子:如果“巴黎”是France的国旗 法兰西的一个田地城市,有着温和的气候和 Development.png 32点发展度,则:

建筑分类

Buildings are built in provinces at the cost of Gold Icon.png ducats. There are three types of building:

Normal buildings

These represent common buildings that the player can construct in every province. Buildings are divided into seven categories: government, army, navy, production, trade, defense and taxation.

Each category contains various amounts of buildings. Most of the buildings have an advanced version, but some (for example University) take one slot and can't be replaced by something better. It's not necessary to build a basic building before constructing the more advanced version, although the cost of the basic building will be deducted from the cost of the advanced one.

Manufactories

Manufactories are proto-industrial buildings in that their unique function is the increased production of a specific class of trade good. For example, the weapons manufactory is only constructable on provinces that produce iron or copper. For a list, see below. Each manufactory is essentially the same as any other, except that they are unlocked at different levels and categories of technology.

Native buildings

Native American nations get a unique set of buildings that completely replace the usual buildings as long as they have the Tribal Council government. All buildings can be built without technological requirements unlike normal buildings and their effects are different from the normal buildings. Any native buildings built will be lost when the government is reformed.

花费

All buildings cost Time Icon.png time and Gold Icon.png ducats to build. The cost of a building is reduced if a building that precedes it (meaning, it is an upgrade) is already built in the province; though the time requirement is not affected by this.

Aside from the below global modifiers, provinces may also have local modifiers due to them producing Iron.png Iron (Local construction time −20% Local construction time) or Tropical Wood.png Tropical wood (Local construction cost −20% Local construction cost).

Construction cost is modified by the following:

Construction cost.png Conditions
−20% with the Native adm ideas.png native administrative idea “Migrative Traditions”
−15% with Jacobins Jacobins faction in power as Government republic.png Revolutionary Republic
−10% with Ganga.png Ganga as personal deity (for Hinduism Hindu nations)
−10% with Norse Deity Snotra Snotra as personal deity (for Norse.png Norse nations)
−10% with China bureaucrat.png bureaucrats faction in power as Government monarchy.png Celestial Empire
−10% with Guilds guilds faction in power as Government republic.png Merchant republic
−10% with the Construction cost.png “Architectural Visionary” ruler personality
−5% with the imperial reform “Call for Reichsreform” (for Imperial authority.png HRE members)
−5% during Parliament.png parliament issue “Appropriate Land for the State”
−5% after embracing the Renaissance institution
+1% for each percentage point of Inflation reduction.png inflation
+10% with the Construction cost.png “Obsessive Perfectionist” ruler personality

Ideas and policies:

Construction cost.png 传统 理念 效果/野心 政策
−15%
  • Portuguese idea 5: Royal Absolutism
  • Tverian idea 4: Tverian Architects
  • Aristocratic-Expansion: Manueline Architecture
−10%
  • Ajuuraan traditions
  • Chachapoyan traditions
  • Hanoverian traditions
  • Korean traditions
  • Nanbu traditions
  • Nizhny Novgorod traditions
  • Shiba traditions
  • Sligonian traditions
  • Utsunomiya traditions
  • Economic idea 2: Organized Construction
  • Anatolian idea 6: Anatolian Architecture
  • Butua idea 1: Legacy of Zimbabwe
  • Creek idea 1: Moundbuilders Legacy
  • Cherokee idea 1: Moundbuilders Legacy
  • Chickasaw idea 1: Moundbuilders Legacy
  • Chimu idea 3: Split Inheritance
  • Desmondian idea 1: The Land of Castles
  • Finnish idea 4: Settle Middle Finland
  • Georgian idea 4: Restoration of Fortresses and Churches
  • Granada idea 5: Alhambra
  • Hausan idea 6: Sarkin Bayi
  • Incan idea 5: Mit'a System
  • Ito idea 7: Development of Forestry
  • Ladakh idea 4: Construction of Great Monasteries
  • Mesoamerican idea 6: Pyramid Architecture
  • Mexican idea 1: Rebuilding Mexico
  • Polotskian idea 7: Forest of Europe
  • Pueblo idea 2: Adobe Architecture
  • Rostov idea 5: Rostov Architecture
  • Rûmi idea 6: al-Sultan al-Muazzam
  • Shirvani idea 6: Shirvani Architecture
  • Silesian idea 3: German Settlers
  • Transylvanian idea 3: Transylvanian Saxons
  • Client State ambition
  • Orleanaise ambition

Decisions and events:

Construction cost.png Event modifier Trigger Time Icon.png Duration
−20% Golden Age Transylvania Transylvania的国旗 特兰西瓦尼亚 event (only with Art of War.png Art of War enabled): “Golden Age of Transylvania for 15 years
−20% Fernandino Construction Tuscany的国旗 托斯卡纳 event: “The Construction Projects of Fernando I”
Option: ‘Implement the projects in full.’ or ‘Expand the road network and charge high tolls.’
for 10 years
−10% Elizabeth Wilbraham England的国旗 英格兰 / Great Britain的国旗 大不列颠 event: “Elizabeth Wilbraham
Option: ‘Her accomplishments will not go unnoticed.’
for 20 years
−10% Hanseatic Economic Reform Lübeck的国旗 吕贝克 event: “Tagfahrt
Option: ‘Reform the economy’
until ruler changes
−10% Mimar Sinan Ottomans的国旗 奥斯曼 event: “Mimar Sinan's Great Constructions
Option: ‘Appoint him royal architect’
until ruler changes
−10% Srishti Hinduism Hindu event: “Srishti: Creation until ruler changes
−5% Construction Wages Subject colony icon.png Colonial nation event (only with Conquest of Paradise.png Conquest of Paradise enabled): “Wage Laws for Builders
Option: ‘Vote yes, it's a sound idea’
for 3 years
+10% Mint Money Revolution.png Revolution disaster event: “The Road to Bankruptcy
Option: ‘Mint more money’
until end of disaster
+20% Berliner Unwille stopped Brandenburg的国旗 勃兰登堡 event: “Berliner Unwille
Option: ‘Listen to the people’
until ruler changes

常规建筑

建筑

All normal buildings have a base construction time of Time Icon.png 12 months and provide various benefits when completed.

Category Tech Normal buildings (tech required)
Government Administrative power.png
Latin courthouse.png
Courthouse (8)

  • Local autonomy.png−0.1 Local autonomy
  • State maintenance.png−25% State maintenance
  • Expenses.png 100 Ducats
Latin town hall.png
Town hall (22)
Upgrades Courthouse

  • Local autonomy.png−0.2 Local autonomy
  • State maintenance.png−50% State maintenance
  • Expenses.png 200 Ducats
Latin university.png
University (17)

  • Local development cost−20% Local development cost
  • Possible number of buildings.png+1 Building slot
  • Expenses.png 300 Ducats
Production Administrative power.png
Latin workshop.png
Workshop (6)

  • Local production efficiency.png+50% Local production efficiency
  • Expenses.png 100 Ducats
Latin counting house.png
Counting house (24)
Upgrades Workshop

  • Local production efficiency.png+100% Local production efficiency
  • Expenses.png 400 Ducats
Taxation Administrative power.png
Latin temple.png
Temple (4)

  • Local tax modifier.png+40% Local tax modifier
  • Expenses.png 100 Ducats
Latin cathedral.png
Cathedral (19)
Upgrades Temple

  • Local tax modifier.png+60% Local tax modifier
  • Local missionary strength.png+3% Local missionary strength
  • Expenses.png 300 Ducats
Navy Diplomatic power.png
Latin shipyard.png
Shipyard (8)

  • Naval forcelimit.png+2 Naval force limit
  • Local shipbuilding time.png−25% Local shipbuilding time
  • Local ship repair.png+25% Local ship repair
  • Expenses.png 100 Ducats
Latin grand shipyard.png
Grand shipyard (24)
Upgrades Shipyard

  • Naval forcelimit.png+4 Naval force limit
  • Local shipbuilding time.png−50% Local shipbuilding time
  • Local ship repair.png+50% Local ship repair
  • Expenses.png 300 Ducats
Latin dock.png
Dock (6)

  • Local sailors modifier.png+50% Local sailors
  • Expenses.png 100 Ducats
Latin drydock.png
Drydock (19)
Upgrades Dock

  • Local sailors modifier.png+100% Local sailors
  • Expenses.png 300 Ducats
Trade Diplomatic power.png
Latin marketplace.png
Marketplace (4)

  • Local trade power.png+50% Local trade power
  • Expenses.png 100 Ducats
Latin trade depot.png
Trade depot (17)
Upgrades Marketplace

  • Local trade power.png+100% Local trade power
  • Expenses.png 300 Ducats
Latin stock exchange.png
Stock exchange (22)
Upgrades Trade depot

  • Local trade power.png+125% Local trade power
  • Expenses.png 400 Ducats
Army Military power.png
Latin barracks.png
Barracks (6)

  • Local manpower modifier.png+50% Local manpower modifier
  • Expenses.png 100 Ducats
Latin training fields.png
Training fields (16)
Upgrades Barracks

  • Local manpower modifier.png+100% Local manpower modifier
  • Expenses.png 300 Ducats
Latin regimental camp.png
Regimental camp (8)

  • Land forcelimit.png+1 Land force limit
  • Expenses.png 200 Ducats
Latin conscription center.png
Conscription center (22)
Upgrades Regimental camp

  • Land forcelimit.png+2 Land force limit
  • Expenses.png 400 Ducats

要塞

主条目:陆战#堡垒

The Defense type building (fort) has a base construction time of Time Icon.png 30 months. Forts resist enemy occupation and must be sieged down. They also hinder enemy movement in the surrounding provinces during war, and reduce devastation in neighboring provinces.

All forts require an ongoing monthly upkeep of Fort maintenance.png Fort maintenance which becomes higher depending on the fort's level. It is recommended to mothball forts during peace times in order to get Fort maintenance.png-50% Fort maintenance (can be done on a per fort basis).

类型 科技 建筑名称 (科技等级需求)
防御 Military power.png
Latin fort01.png
城堡Castle (1)

  • Fort level.png+2 要塞等级
  • Expenses.png 200 金币
  • Fort maintenance.png-1金币/月 要塞维护费用
Latin fort02.png
堡垒Bastion (14)
升级 城堡Castle

  • Fort level.png+4 要塞等级
  • Expenses.png 400 金币
  • Fort maintenance.png-2金币/月 要塞维护费用
Latin fort03.png
星堡Star fort (19)
升级 堡垒Bastion

  • Fort level.png+6 要塞等级
  • Expenses.png 600 金币
  • Fort maintenance.png-3金币/月 要塞维护费用
Latin fort04.png
要塞Fortress (24)
升级 星堡Star fort

  • Fort level.png+8 要塞等级
  • Expenses.png 800 金币
  • Fort maintenance.png-4金币/月 要塞维护费用

工厂

All manufactories cost Expenses.png 500 ducats, have a base construction time of Time Icon.png 60 months and provide Local goods produced +1 local goods produced. A manufactory can only be built in a province which has its associated trade goods present.

工厂 科技 等级 商品产出需求
Farm estate.png Farm Estate Administrative tech.png 6 Grain.png 谷物、Livestock.png 牲畜、Wine.png 酒类
Naval equipment.png 海军装备厂 Diplomatic power.png 11 Fish.png 鱼类、Naval supplies.png 船具、Salt.png
Textile manufactory.png Textile Manufactory Administrative tech.png 11 Cloth.png 布料、Dyes.png 燃料、Silk.png 丝绸、Wool.png 羊毛
Weapons manufactory.png 武器厂 Military power.png 11 Copper.png 铜矿、Iron.png 铁矿
Plantation.png 种植园 Administrative power.png 14 Cocoa.png 可可、Coffee.png 咖啡、Cotton.png 棉花、Grain.png 谷物、Sugar.png 糖类、Tobacco.png 烟草
Trade Company 贸易站 Diplomatic power.png 14 Fur.png 皮毛、Incense.png 熏香、Ivory.png 象牙、Slaves.png 奴隶、Spices.png 香料
Mill.png Mill Administrative tech.png 16 Chinaware.png 瓷器、 Gems.png 宝石、Glass.png 玻璃、Paper.png 纸张、Tropical Wood.png 热带木材

土著建筑

所有的土著政体的建筑费用为50 Gold Icon.png 金币,基础建筑时间为 Time Icon.png 12个月。每个国家的每一种唯一建筑仅能建造一次,在完成改革政府体制后将失去所有的土著建筑。

土著常规建筑

建筑 效果
Native earthwork.png 土方 Local defensiveness.png+25% 本地防御效率
Native great trail.png 伟大之路 Local manpower modifier.png+50% 本地人力修正
Native irrigation.png 灌溉 Local tax modifier.png+50% 本地税收修正
Native palisade.png 护栏
  • Fort level.png+1 要塞等级
  • Fort maintenance.png-0.5/月 维护费用
Native storehouse.png 仓库 Local production efficiency.png+50% 本地生产效率
Native three sisters field.png 三姊妹原 Local goods produced modifier+50% 本地商品产出

土著唯一建筑

建筑 效果
Native ceremonial fire pit.png 仪式火坑 Advisor cost.png-50% 顾问花费
Native fortified house.png 加固房屋 Land forcelimit.png+10 陆军规模上限
Native longhouse.png 长屋 Tax income.png+1 税收
Native sweat lodge.png 蒸汽屋 Diplomatic reputation.png+1 外教声望

建筑策略

General considerations

There are some general rules of thumb that should be taken into heart when investing in buildings:

  • Money should be invested in buildings only if it isn't needed in a more important area.
  • The time needed to generate a profit should be noted; some provinces may be too poor to ever generate a profit in the remaining time-frame.
  • When considering a large building spree it might be advisable to invest in the Economic idea group.png Economic idea group and couple it with policies to reduce the building costs.
  • It's good to remember that besides Local autonomy.png local autonomy, province income can also be affected by the province's Culture icon.png culture and religion (if different than the state religion).

Building prioritization

Buildings' positioning can have great effect on return of investment. It is thus recommended to build the following building types in the appropriate provinces:

  • Most buildings provide a percentile bonus. As such, it's best to prioritize building them in state provinces with high Development.png development value and with no or extremely low Local autonomy.png local autonomy. e.g., trade buildings in provinces with modifiers benefiting Local trade power.png local trade power.
  • Buildings providing a flat bonus are best built in territorial provinces as they won't be affected from the high autonomy or in state provinces with low Development.png development values.
  • While less beneficial to all types of development, coupling a building with the right estate can boost a single type of development very high (estates negate local autonomy on some modifiers depending on the estate).
  • Manufactories increase Local goods produced local goods produced, which in turn also increase both the province Trade value modifier.png trade value and its production income. In addition, coupling them with production buildings in state provinces with high value trade goods will generate high production income.
  • Manufactories are not affected by autonomy, culture, and religion as other buildings. Thus, they can be built even in high autonomy provinces. While the generated production income may not be at its fullest, they can still return the investment when also taking into account the generated Tradeview income.png trade income.
  • Prioritize building forts in provinces with mountainous terrain (or similar) or those with low Supply limit.png supply limit to couple them with the Local defensiveness.png local defensiveness and high Attrition attrition bonuses. If possible, they should be built mostly in border provinces and mothballed until needed. With Patch 1.18, besieging armies take attacker penalties from terrain even when defending, making forts on mountains and other defensive terrain especially useful as long as they can be relieved before falling to an enemy force.

Avoidance

Considering that buildings cost money, their cost-benefit ratio should be considered. Thus, an important step is to know when not to invest in a building type:

  • Trade buildings should be avoided in trade nodes dominated by the nation.
  • Army/Navy buildings should be avoided if the nation maintains large forces and there are no nations of similar or stronger power.
  • Due to forts' initial high cost and ongoing Fort maintenance.png fort maintenance, it's best to avoid building them in the inner provinces of the nation where they are far from enemy borders and forces. If the area is prone to rebellions, several low level forts might be more successful in slowing the rebels down until other forces arrive.
  • If playing as a native tribe and planning to migrate, it is not advisable to build buildings unless necessary for immediate survival, as buildings are destroyed upon migration.

Is borrow-to-build worthwhile

Is it worthwhile to take out loans in order to construct a certain building? Or, equivalently, if there is an on-going loan, should the loan be paid off first before initiating on any construction project? Just like in real life, theoretically, the answer is yes if the income provided by the building per year divided by the sum of build cost and interest accrued during construction is higher than interest per annum. This can be the case for highly developed provinces or for manufactories in a highly productive province that produces expensive trade goods. (For manufactories, the player should also include trade income.) However, the player would also need to make sure there is enough income to pay off the loan before inflation gets out of hand. A safe guide is whether the income before constructing the building is able to cover the principal part of the loan within a reasonable time frame.

When will increased income cover building costs

The increase in income is dynamically influenced by provincial and national modifiers such as tax efficiency, production efficiency as well as the development in the province, all of which are bound to increase as technology progresses. Therefore, early game, whether a building will pay for itself is not usually the question. The question is how long and thus if the ducat can be better spent elsewhere. The following table lists the required increase in monthly income (displayed in-game in the building interface) for a certain number of years before the building breaks even.

Building Capitalization Timetable
buildings Latin courthouse.png Latin workshop.png Latin temple.png Latin marketplace.png Latin town hall.png Latin cathedral.png Latin trade depot.png Latin counting house.png Latin stock exchange.png Farm estate.png Naval equipment.png Textile manufactory.png Weapons manufactory.png Plantation.png Trade Company Mill.png [3]
build price 100 Expenses.png 200 Expenses.png 300 Expenses.png 400 Expenses.png 500 Expenses.png
Years before break-even Required monthly income increase Income.png
5 1.67 3.33 5.00 6.67 8.33
10 0.83 1.67 2.50 3.33 4.17
20 0.42 0.83 1.12 1.67 2.08
50 0.17 0.33 0.50 0.67 0.83
100 0.08 0.17 0.25 0.33 0.42

The benefits of manufactories are two-fold: one is through local production; another is through trade collection. Trade collection is influence by multiple factors: price of trade good, trade company bonus, player's share in trade power where the goods value is collected, and whether there is any transferring bonus (if collected in a downstream trade center). Assuming no trade company and 100% share in trade, the required increase in monthly income (displayed in-game in the building interface) for a certain number of years before the building breaks even is listed as follows.

Manufactory Capitalization Timetable at 100% Goods Produced Efficiency, 100% Trade Share and 0% Trade Efficiency bonus
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 7.92 8.00 8.04 8.08 8.13 8.17
10 3.75 3.83 3.88 3.92 3.96 4.00
20 1.67 1.75 1.79 1.83 1.88 1.92
50 0.42 0.50 0.54 0.58 0.63 0.67
100 0 0.08 0.13 0.17 0.21 0.25

The required income is higher for a given schedule if the player cannot fully collect on the value of the trade goods. At the same time, any Trade efficiency bonus reduces the required monthly income increase or bring closer the time the building breaks even.

Manufactory Capitalization Timetable at 100% Goods Produced Efficiency, 50% Trade Share and 0% Trade Efficiency bonus
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 8.13 8.17 8.19 8.21 8.23 8.25
10 3.96 4.00 4.02 4.04 4.06 4.08
20 1.88 1.92 1.94 1.96 1.98 2.00
50 0.63 0.67 0.69 0.71 0.73 0.75
100 0.21 0.25 0.27 0.29 0.31 0.33
Manufactory Capitalization Timetable at 100% Goods Produced Efficiency, 100% Trade Share and 75% Trade Efficiency bonus
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 7.60 7.75 7.82 7.90 7.97 8.04
10 3.44 3.58 3.66 3.73 3.80 3.88
20 1.35 1.50 1.57 1.65 1.72 1.79
50 0.10 0.25 0.32 0.40 0.47 0.54
100 0 0 0 0 0.05 0.13

As with other buildings, the increase in income from manufactories also scales with game progress although with the added sensitivity to the price of trade goods. Certain trade goods decrease in value late in the game. See Trade Goods Strategy.

参考资料

  1. Specified in /Europa Universalis IV/common/defines.lua.
  2. Specified in /Europa Universalis IV/map/terrain.txt and /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt respectively.
  3. Assuming no share in trade
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 
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