欢迎访问欧陆风云4百科!您当前访问的是新服务器。这里是当前的工作,欢迎您参与编写!

9月服务器费用已由站长支付,若您想帮助我们可以点这里!欢迎所有对百科感兴趣的同学加入QQ群:602439518

这篇文章所适用的版本可能已经过时,最后更新于1.15

省份

来自欧陆风云4百科,人人可以编辑的欧陆风云4百科全书
跳转至: 导航搜索
Obj emperor of china.png 这篇文章正在被翻译成中文。
如果您感兴趣可以通过借助官方Wiki编辑它。
Province view
For a list of all provinces, see List of provinces.

In Europa Universalis IV, the world is divided into continents, regions, countries, and provinces. Provinces are the smallest of these divisions. They contribute to a nation's tax, manpower, unrest, overextension, and trade.

Each province comprises a small geographical region, with a town or city at its center. Cities currently have no functionality outside of aesthetics, but like provinces, can be renamed as of patch 1.4. Both province and city names can be changed by left clicking on them in the province tab. With the Wealth of Nations expansion, province names can also be dynamic and scripted to be unique for either the province owner, the province culture or the province culture group (in that priority). With the Common Sense expansion, a province can now be improved with developments.

术语 & 机制

省份是Europa Universalis IV的任何国家的心脏。 他们提供收入,人力和贸易货物。

发展度

主条目:发展度

Introduced in patch 1.12, development is the measure of a province wealth and productivity. The level of development of a province contributes to local trade power, land and naval force limits, supply limit modifier and the total number of buildings that can be built in a province. Development is further divided into base tax, production and manpower. Each can be improved further with the appropriate monarch points. The Common Sense DLC is needed in order to improve developments in a province.

税收

主条目:税收

Each province has a base tax, roughly corresponding to the population and wealth of the area. The amount shown is the tax earned each month from that province, after all the modifiers have been accounted for. Prior to patch 1.12, the figure given ingame is the tax obtained annually.

生产

主条目:生产
主条目:产品

Each province produces a specific type of resource or trade good. See Trade for a complete list of trade goods. The figure given ingame is the monthly production income. Production efficiency further increases the income received.

人力

主条目:人力

Every province contributes a certain amount of manpower to the manpower pool of a nation. This is affected by the province manpower development level, and are modified by ideas, government type and buildings.

防御

主条目:陆战

Provinces can be defended by forts. Provinces that lack a fort will fall easily to the enemy. Forts exert a Zone of Control around itself and surrounding provinces, and must be taken before an enemy army may pass through. In times of peace, a fort may be mothballed in order to save maintenance, at the cost of it falling into disrepair and possibly not being able to defend the province. Nations may start off with forts in strategic locations. Capital provinces without a fort starts with a special level 1 fort that does not exert Zone of Control around itself, and has a smaller garrison.

贸易

主条目:贸易

Related closely to production is trade. Each province produces a certain amount of trade power and contributes trade value to the trade node it is attached to.

自治度

主条目:自治度

Autonomy represents the degree of control the government of the nation exerts over a province. The lower it is, the more control the government has. Autonomy determines how productive a province is to a nation.A province with 100 local autonomy won't pay tax and won't give manpower and trade power.

动荡

主条目:叛乱

In troubled times, various parties may decide to rebel against the national government. This is represented in-game by unrest. The type of rebels that may appear are shown in the province screen, and also in the stability and expansion government tab. Unrest can also be lowered by increasing the local autonomy, but will decrease the income and manpower that province produces.

核心和宣称

主条目:核心
主条目:宣称

Cores represent the parts of the nation that it considers rightfully theirs. Cores belonging to nations that do not exist are greyed out. A province can have an unlimited amount of cores. A nation may claim another province through espionage or boundary disputes.

文化和宗教

主条目:文化
主条目:宗教

Each province has a primary culture and religion. Provinces that have foreign cultures or do not share the state religion tend to be more rebellious.

建筑

主条目:建筑

Nations may further develop their provinces by building improvements and infrastructure. The number of buildings that can be built in a province are limited by its development level.

首都

主条目:首都

Every nation in Europa Universalis IV has a capital province. The capital is considered the political center of the nation and should be defended at all costs. Capitals can be moved at the cost of 200 administrative points.

主要贸易港

Every nation in Europa Universalis IV has a main trading port province which is by default located in the same province as the capital. Trading ports can be moved at the cost of 200 Diplomatic power.png diplomatic power in order to optimize trade income. With patch 1.8, trade is automatically collected in a nation's main trading port without the need to station a merchant there.

海峡

Straits are connections between two provinces which do not share a land border but instead can be accessed over a water body. A list of straits in the base map is below.

  • Skåne-Sjaelland
  • Sjaelland-Fyn
  • Fyn-Aarhus
  • Fyn-Kolding
  • Fyn-Lolland
  • Sjaelland-Lolland
  • Calabria-Messina
  • Thrace-Bithynia
  • Menominee-Michigan
  • Stockholm-Åland
  • Åland-Finland
  • Janina-Corfu
  • Janina-Achaea
  • Athens-Naxos
  • Edine-Biga
  • Sutherland-Western Isles
  • Sutherland-Orkney
  • Holland-Friesland
  • Suo-Chikuzen
  • Bungo-Tosa
  • Aki-Tosa
  • Jiangmen-Hainan
  • Estland-Ösel
  • Ösel-Kurland
  • Johor-Siak
  • Riau-Palembang
  • Nootka-Salish
  • Nootka-Squamish
  • Nootka-Kwakiutl
  • Acadia-Unamakik
  • Acadia-Epekwitk
  • Chisedek-Taqamkuk
  • Deren-Sakhalin
  • Tajura-Mocha
  • Venice-Treviso
  • Stade-Dithmarschen
  • Awa-Settsu
  • Shiribeshi-Mutsu
  • Kurils-Tokachi
  • Bagamoyo-Zanzibar
  • Corsica-Sardinia
  • Al Hasa-Bahrain
  • Qatar-Bahrain
  • Lanao-Panay
  • Visayas-Bikol
  • Halmahera-Ternate
  • Halmahera-Tidore
  • Taranaki-Waitaha
  • Chios-Sugla
  • Chios-Biga
  • Kaffa-Mapa
  • Haida-Tlingit
  • Odawa-Okouara
  • Odawa-Soto
  • Mingan-Anticosti
  • Ayrshire-Ulster
  • Madurai-Vanni
  • Orinoco Delta-Trinidad
  • St Vincent-St Lucia
  • St Lucia-Martinique
  • Martinique-Dominica
  • Guadalupe-Antigua
  • Antigua-St Kits
  • Surabaya-Madura
  • Bali-Lombok
  • Lombok-Sumbawa
  • Sumbawa-Flores
  • Flores-East Timor
  • Buton-Kendari
  • Visayas-Panay
  • Visayas-Butuan
  • Panay-Manila
  • Palawan-Manila
  • Ambom-Ceram
  • Banka-Palembang
  • Bintan-Johor
  • Para-Marajo
  • Belem-Marajo
  • Belem-Marajo
  • Djerba-Tataouine
  • Banten-Tulungbewang
  • Mogostan-Hormuz
  • Qawasim-Hormuz
  • Athens - Euboea
  • Euboea - Cyclades
  • Savolax - Kuusamo
  • Ceuta-Gibraltar
  • Danzig-Königsberg

气候和冬天

Obj universities.png 这篇文章尚未完成需要完善。
以下内容需要完善:further information about winters, see the talk page.。

Each province has a climate and may experience winters of varying severity. There are map modes for climates and winters.

Climate map.
Legend: temperate tropical arid arctic

极地

Arctic icon
The arctic climate is harsh, where there is not much large vegetation.

Arctic provinces give:[1]

Local colonial growth.png %−10 本地移民增长人数
Supply limit modifier −40% 补给上限修正
Attrition for enemies.png 0%+1 本地敌军月度损耗
0%−1 本地可建筑数量上限
Local development cost +50% 本地提升发展度花费

干旱

Arid icon
The arid climate has a severe lack of rainfall, making it very hard to keep a large army supplied.

Arid provinces give:[2]

Local colonial growth.png %−10 本地移民增长人数
Supply limit modifier −20% 补给上限修正
Attrition for enemies.png 0%+1 本地敌军月度损耗
Local development cost +15% 本地提升发展度花费

湿热雨林

Tropical icon
The tropical climate makes it very hard for new cities to grow, as diseases and heat are large obstacles.

Tropical provinces give:[3]

Local colonial growth.png %−10 本地移民增长人数
Supply limit modifier −30% 补给上限修正
Attrition for enemies.png 0%+2 本地敌军月度损耗
Local development cost +15% 本地提升发展度花费
Winter map.
Legend: no winter mild winter normal winter severe winter

暖冬

Mild winter icon
There is a small amount of snow on the ground, and the temperature is just below freezing.

Provinces with a mild winter have:[4]

Attrition for enemies.png +1 本地敌军月度损耗
Supply limit modifier −10% 补给上限修正

冬天

Normal winter icon
The ground is covered by snow, and the temperature is solidly below freezing.

Provinces with a normal winter have:[5]

Attrition for enemies.png +2 本地敌军月度损耗
Supply limit modifier −20% 补给上限修正

严冬

Severe winter icon
The snow has piled up quite severely, and the temperatures are far below freezing.

Provinces with a severe winter have:[6]

Attrition for enemies.png +3 本地敌军月度损耗
Supply limit modifier −30% 补给上限修正

修正

港口贸易中心

Coastal center of trade icon
The importance of this province as a Center of Trade will help control trade in the region.

Coastal centers of trade give Local trade power.png+10 local trade power, Naval forcelimit.png+2 naval force limit, Local development cost−5% local development cost, Sailors.png+25% local sailors modifier and Local institution spread.png+10% institution spread.[7]

  • Bergenshus
  • Danzig
  • Hamburg
  • Lübeck
  • Holland
  • Genoa
  • Venezia
  • Ragusa
  • Constantinople
  • València
  • Sevilla
  • Lisboa
  • London
  • Lothian
  • Caffa
  • Hüdavendigar
  • Tangiers
  • Tlemcen
  • Tunis
  • Alexandria
  • Aden
  • Muscat
  • Surat
  • Malabar
  • Tondainadu
  • Coromandel
  • Chittagong
  • Kotte
  • Malacca
  • Ayutthaya
  • Kalapa
  • Brunei
  • Makassar
  • Canton
  • Hangzhou
  • Lima
  • Zanzibar
  • Mombasa
  • Mogadishu
  • Zeila
  • Antwerpen
  • Beijing
  • Chikuzen
  • Kholmogory
  • Goa
  • Ahmadabad
  • Cuetlaxtlan
  • Pasai
  • Gyeongju
  • Hormuz

内陆贸易中心

Inland center of trade icon
The importance of this province as a Center of Trade will help control trade in the region.

Inland centers of trade gain Local trade power.png+10 local trade power, Local development cost−5% local development cost and Local institution spread.png+10% institution spread.[7]

  • Köln
  • Firenze
  • Wien
  • Champagne
  • Lyonnais
  • Krakow
  • Prague
  • Kiev
  • Moskva
  • Nizhny Novgorod
  • Novgorod
  • Tafilalt
  • Aleppo
  • Baghdad
  • Tabriz
  • Mazandaran
  • Samarkand
  • Lahore
  • Delhi
  • Central Doab
  • Chengdu
  • Xi'an
  • Yumen
  • Girin
  • Asuncion
  • Chuquiabo
  • Pueblo
  • Tamaroa
  • Potawatomi
  • Hochelega
  • Winnipeg
  • Kazan
  • Timbuktu
  • Katsina
  • Borno
  • Mpemba
  • Tete
  • Harer
  • Gonder
  • Frankfurt
  • Honniasont
  • Manaus
  • Kalonga
  • Buganda
  • Luba

河口

Estuary icon
Controlling the important river estuary strengthens our hold of the trade in the region.

River estuaries give Local trade power.png+10 local trade power.[7]

  • Neva
  • Riga
  • Memel
  • Danzig
  • Hamburg
  • Holland
  • Ferrara
  • Caux
  • Nantes
  • Gascogne
  • Provence
  • Sevilla
  • Lisboa
  • Porto
  • London
  • Yedisan
  • Azov
  • Rosetta
  • Basra
  • Shirvan
  • Astrakhan
  • Thatta
  • Velanadu
  • Bengal Delta (Gives only Local trade power.png+5)
  • Dhaka (Gives only Local trade power.png+5)
  • Pegu (Gives only Local trade power.png+5)
  • Canton
  • Rio de la Plata
  • Guayaquil
  • Chinook
  • Chitimacha
  • Santee
  • Chesapeake
  • Lenape
  • Manhattan
  • Stadacona
  • Muskegon
  • Cayor
  • Benin
  • Quelimane
  • Bessarabia
  • Pathein (Gives only Local trade power.png+5)
  • Suzhou
  • Stettin
  • Bremen
  • East Frisia
  • Konaseema
  • Huai'an
  • Canik
  • Hai Phong
  • Prek Russey
  • Mangazea
  • Coahuilteco
  • Tarragona

重要的天然港

Important natural harbor icon
This province is naturally suited to become a local Center of Trade and controlling it will help control trade in the region.

Important natural harbors give Local trade power.png+10 local trade power, Naval forcelimit.png+1 naval force limit, Local development cost−5% local development cost, and Sailors.png+50% local sailors modifier.[7]

  • Havana
  • Barahonas
  • Manilla
  • Bahia
  • Rio de Janeiro
  • Picunmapu
  • Cartagena
  • Panama
  • Tlapanec
  • Massachusetts
  • Eora
  • Gold Coast
  • Cape
  • Miwok

香料群岛

The Spice Islands give Local goods produced +3 local goods produced.

  • Ternate
  • Tidore

Province trade power value.png海峡税

In addition, there are two important sounds in the world, where two provinces have the privilege of profiting from the sound toll: Sjælland and Constantinople.[7]

  • Sjælland gets Local trade power.png+20 local trade power.
  • Constantinople gets Local trade power.png+10 local trade power.

宗教中心

Religious center icon
The importance of this province as a Religious Center will make it very difficult to convert.

Religious centers have Local missionary strength.png −5% local missionary strength.[7]

  • Roma
  • Mecca
  • Hillah
  • Lhasa
  • Doaba – after 1499
  • Varanasi
  • Kandy

After the the Protestant Reformation, new religious centers will appear for the Protestant and Reformed faith, depending on where it started. Up to three religious centers will appear for each.

其他杂项修正

  • Dalaskogen has the Stora Kopparberget, giving it Local goods produced +5 local goods produced.
  • Potosi has the Cerro Rico, giving it Local goods produced +3 local goods produced.
  • Lima has the Oracle of Pachacamac, giving it Tolerance own.png +0.5 tolerance of the true faith.
  • Cholula has the Cholula Temples, giving it Prestige.png +0.5 yearly prestige, Legitimacy.png +0.5 yearly legitimacy, and Devotion.png +0.5 yearly devotion.

Number of states.png 直辖与领土

以伊比利亚半岛的卡斯提尔国土上的直辖州与领土为例子。
主条目:直辖与领土

States and Territories are a new mechanic introduced in patch 1.16 intended to replace the old Overseas mechanic. The system introduces a 2-part coring process. A newly conquered province is considered as part of a territory (unless it already belongs to one of the nation's existing states). Turning a territory into a state requires firstly coring all the uncored owned provinces in that territory and secondly payment of state maintenance. Afterwards, it is possible to instantaneously complete the coring process by paying the remaining coring costs.

Provinces which are not part of a nation's state and cored have Local autonomy.png 75% Local autonomy floor and therefore regarded the same way as overseas provinces used to beforehand.

地形

Each province has a terrain type associated with it. These terrain types can have both positive and negative effects. Combat is affected majorily by terrain type and can even make the difference between glorious victory or shameful defeat. Terrain types and their corresponding positive/negative effects can be seen here:


地形 Supply limit.png
补给上限
Local defensiveness.png
本地防御效率

移动花费

攻击方惩罚
Glacial terrain 冰川 +2 −1
Farmlands terrain 农田 +10 +10%
Forest terrain 森林 +4 +25% −1
Hills terrain 丘陵 +5 +10% +40% −1
Woods terrain 树林 +6 +10% −1
Mountain terrain 山地 +4 +25% +50% −2
Grasslands terrain 河滩草原 +8
Jungle terrain 丛林 +5 +50% −1
Marsh terrain 沼泽 +5 +30% −1
Desert terrain 沙漠 +4
Coastal Desert terrain 滨海沙漠 +4
Coastline terrain 海岸 +6
Drylands terrain 旱地 +7
Highlands terrain 高原 +6 +10% +40% −1
Savannah terrain 热带草原 +6
Steppe terrain 温带草原 +6


农田地形将额外+1可能的建筑位置

Footnotes

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Arctic).
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Arid).
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Tropical).
  4. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Mild Winter).
  5. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Normal Winter).
  6. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Severe Winter).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 See in /Europa Universalis IV/common/event_modifiers/00_event_modifiers.txt


省份机制
管理 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